renderer_d3d11.cpp 203 KB

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  1. /*
  2. * Copyright 2011-2023 Branimir Karadzic. All rights reserved.
  3. * License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
  4. */
  5. #include "bgfx_p.h"
  6. #if BGFX_CONFIG_RENDERER_DIRECT3D11
  7. # include "renderer_d3d11.h"
  8. # include <bx/pixelformat.h>
  9. namespace bgfx { namespace d3d11
  10. {
  11. static wchar_t s_viewNameW[BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  12. static char s_viewName [BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  13. inline void setViewType(ViewId _view, const bx::StringView _str)
  14. {
  15. if (BX_ENABLED(BGFX_CONFIG_DEBUG_ANNOTATION | BGFX_CONFIG_PROFILER) )
  16. {
  17. const uint32_t len = _str.getLength();
  18. bx::memCopy(&s_viewName[_view][3], _str.getPtr(), len);
  19. wchar_t tmpW[16];
  20. mbstowcs(tmpW, _str.getPtr(), len);
  21. bx::memCopy(&s_viewNameW[_view][3], tmpW, len*2);
  22. }
  23. }
  24. struct PrimInfo
  25. {
  26. D3D11_PRIMITIVE_TOPOLOGY m_type;
  27. uint32_t m_min;
  28. uint32_t m_div;
  29. uint32_t m_sub;
  30. };
  31. static const PrimInfo s_primInfo[] =
  32. {
  33. { D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, 3, 3, 0 },
  34. { D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, 3, 1, 2 },
  35. { D3D11_PRIMITIVE_TOPOLOGY_LINELIST, 2, 2, 0 },
  36. { D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP, 2, 1, 1 },
  37. { D3D11_PRIMITIVE_TOPOLOGY_POINTLIST, 1, 1, 0 },
  38. { D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED, 0, 0, 0 },
  39. };
  40. BX_STATIC_ASSERT(Topology::Count == BX_COUNTOF(s_primInfo)-1);
  41. union Zero
  42. {
  43. Zero()
  44. {
  45. bx::memSet(this, 0, sizeof(Zero) );
  46. }
  47. ID3D11Buffer* m_buffer[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  48. ID3D11UnorderedAccessView* m_uav[D3D11_1_UAV_SLOT_COUNT];
  49. ID3D11ShaderResourceView* m_srv[D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT];
  50. ID3D11SamplerState* m_sampler[D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT];
  51. ID3D11RenderTargetView* m_rtv[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  52. uint32_t m_zero[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  53. float m_zerof[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  54. };
  55. BX_PRAGMA_DIAGNOSTIC_PUSH();
  56. BX_PRAGMA_DIAGNOSTIC_IGNORED_MSVC(4268) // warning C4268: '' : 'const' static/global data initialized with compiler generated default constructor fills the object with zeros
  57. static const Zero s_zero;
  58. BX_PRAGMA_DIAGNOSTIC_POP();
  59. static const uint32_t s_checkMsaa[] =
  60. {
  61. 0,
  62. 2,
  63. 4,
  64. 8,
  65. 16,
  66. };
  67. static DXGI_SAMPLE_DESC s_msaa[] =
  68. {
  69. { 1, 0 },
  70. { 2, 0 },
  71. { 4, 0 },
  72. { 8, 0 },
  73. { 16, 0 },
  74. };
  75. static const D3D11_BLEND s_blendFactor[][2] =
  76. {
  77. { D3D11_BLEND(0), D3D11_BLEND(0) }, // ignored
  78. { D3D11_BLEND_ZERO, D3D11_BLEND_ZERO }, // ZERO
  79. { D3D11_BLEND_ONE, D3D11_BLEND_ONE }, // ONE
  80. { D3D11_BLEND_SRC_COLOR, D3D11_BLEND_SRC_ALPHA }, // SRC_COLOR
  81. { D3D11_BLEND_INV_SRC_COLOR, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_COLOR
  82. { D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_SRC_ALPHA }, // SRC_ALPHA
  83. { D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_ALPHA
  84. { D3D11_BLEND_DEST_ALPHA, D3D11_BLEND_DEST_ALPHA }, // DST_ALPHA
  85. { D3D11_BLEND_INV_DEST_ALPHA, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_ALPHA
  86. { D3D11_BLEND_DEST_COLOR, D3D11_BLEND_DEST_ALPHA }, // DST_COLOR
  87. { D3D11_BLEND_INV_DEST_COLOR, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_COLOR
  88. { D3D11_BLEND_SRC_ALPHA_SAT, D3D11_BLEND_ONE }, // SRC_ALPHA_SAT
  89. { D3D11_BLEND_BLEND_FACTOR, D3D11_BLEND_BLEND_FACTOR }, // FACTOR
  90. { D3D11_BLEND_INV_BLEND_FACTOR, D3D11_BLEND_INV_BLEND_FACTOR }, // INV_FACTOR
  91. };
  92. static const D3D11_BLEND_OP s_blendEquation[] =
  93. {
  94. D3D11_BLEND_OP_ADD,
  95. D3D11_BLEND_OP_SUBTRACT,
  96. D3D11_BLEND_OP_REV_SUBTRACT,
  97. D3D11_BLEND_OP_MIN,
  98. D3D11_BLEND_OP_MAX,
  99. };
  100. static const D3D11_COMPARISON_FUNC s_cmpFunc[] =
  101. {
  102. D3D11_COMPARISON_FUNC(0), // ignored
  103. D3D11_COMPARISON_LESS,
  104. D3D11_COMPARISON_LESS_EQUAL,
  105. D3D11_COMPARISON_EQUAL,
  106. D3D11_COMPARISON_GREATER_EQUAL,
  107. D3D11_COMPARISON_GREATER,
  108. D3D11_COMPARISON_NOT_EQUAL,
  109. D3D11_COMPARISON_NEVER,
  110. D3D11_COMPARISON_ALWAYS,
  111. };
  112. static const D3D11_STENCIL_OP s_stencilOp[] =
  113. {
  114. D3D11_STENCIL_OP_ZERO,
  115. D3D11_STENCIL_OP_KEEP,
  116. D3D11_STENCIL_OP_REPLACE,
  117. D3D11_STENCIL_OP_INCR,
  118. D3D11_STENCIL_OP_INCR_SAT,
  119. D3D11_STENCIL_OP_DECR,
  120. D3D11_STENCIL_OP_DECR_SAT,
  121. D3D11_STENCIL_OP_INVERT,
  122. };
  123. static const D3D11_CULL_MODE s_cullMode[] =
  124. {
  125. D3D11_CULL_NONE,
  126. D3D11_CULL_FRONT,
  127. D3D11_CULL_BACK,
  128. };
  129. static const D3D11_TEXTURE_ADDRESS_MODE s_textureAddress[] =
  130. {
  131. D3D11_TEXTURE_ADDRESS_WRAP,
  132. D3D11_TEXTURE_ADDRESS_MIRROR,
  133. D3D11_TEXTURE_ADDRESS_CLAMP,
  134. D3D11_TEXTURE_ADDRESS_BORDER,
  135. };
  136. /*
  137. * D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
  138. * D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
  139. * D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
  140. * D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
  141. * D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
  142. * D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
  143. * D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
  144. * D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
  145. * D3D11_FILTER_ANISOTROPIC = 0x55,
  146. *
  147. * D3D11_COMPARISON_FILTERING_BIT = 0x80,
  148. * D3D11_ANISOTROPIC_FILTERING_BIT = 0x40,
  149. *
  150. * According to D3D11_FILTER enum bits for mip, mag and mip are:
  151. * 0x10 // MIN_LINEAR
  152. * 0x04 // MAG_LINEAR
  153. * 0x01 // MIP_LINEAR
  154. */
  155. static const uint8_t s_textureFilter[3][3] =
  156. {
  157. {
  158. 0x10, // min linear
  159. 0x00, // min point
  160. 0x55, // anisotropic
  161. },
  162. {
  163. 0x04, // mag linear
  164. 0x00, // mag point
  165. 0x55, // anisotropic
  166. },
  167. {
  168. 0x01, // mip linear
  169. 0x00, // mip point
  170. 0x55, // anisotropic
  171. },
  172. };
  173. struct TextureFormatInfo
  174. {
  175. DXGI_FORMAT m_fmt;
  176. DXGI_FORMAT m_fmtSrv;
  177. DXGI_FORMAT m_fmtDsv;
  178. DXGI_FORMAT m_fmtSrgb;
  179. };
  180. static const TextureFormatInfo s_textureFormat[] =
  181. {
  182. { DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC1_UNORM_SRGB }, // BC1
  183. { DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC2_UNORM_SRGB }, // BC2
  184. { DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC3_UNORM_SRGB }, // BC3
  185. { DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC4
  186. { DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC5
  187. { DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC6H
  188. { DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC7_UNORM_SRGB }, // BC7
  189. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC1
  190. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2
  191. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A
  192. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A1
  193. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12
  194. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14
  195. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12A
  196. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14A
  197. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC22
  198. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC24
  199. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ATC
  200. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ATCE
  201. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ATCI
  202. { DXGI_FORMAT_ASTC_4X4_UNORM, DXGI_FORMAT_ASTC_4X4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_4X4_UNORM_SRGB }, // ASTC4x4
  203. { DXGI_FORMAT_ASTC_5X4_UNORM, DXGI_FORMAT_ASTC_5X4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_5X4_UNORM_SRGB }, // ASTC5x4
  204. { DXGI_FORMAT_ASTC_5X5_UNORM, DXGI_FORMAT_ASTC_5X5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_5X5_UNORM_SRGB }, // ASTC5x5
  205. { DXGI_FORMAT_ASTC_6X5_UNORM, DXGI_FORMAT_ASTC_6X5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_6X5_UNORM_SRGB }, // ASTC6x5
  206. { DXGI_FORMAT_ASTC_6X6_UNORM, DXGI_FORMAT_ASTC_6X6_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_6X6_UNORM_SRGB }, // ASTC6x6
  207. { DXGI_FORMAT_ASTC_8X5_UNORM, DXGI_FORMAT_ASTC_8X5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_8X5_UNORM_SRGB }, // ASTC8x5
  208. { DXGI_FORMAT_ASTC_8X6_UNORM, DXGI_FORMAT_ASTC_8X6_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_8X6_UNORM_SRGB }, // ASTC8x6
  209. { DXGI_FORMAT_ASTC_8X8_UNORM, DXGI_FORMAT_ASTC_8X8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_8X8_UNORM_SRGB }, // ASTC8x8
  210. { DXGI_FORMAT_ASTC_10X5_UNORM, DXGI_FORMAT_ASTC_10X5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_10X5_UNORM_SRGB }, // ASTC10x5
  211. { DXGI_FORMAT_ASTC_10X6_UNORM, DXGI_FORMAT_ASTC_10X6_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_10X6_UNORM_SRGB }, // ASTC10x6
  212. { DXGI_FORMAT_ASTC_10X8_UNORM, DXGI_FORMAT_ASTC_10X8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_10X8_UNORM_SRGB }, // ASTC10x8
  213. { DXGI_FORMAT_ASTC_10X10_UNORM, DXGI_FORMAT_ASTC_10X10_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_10X10_UNORM_SRGB}, // ASTC10x10
  214. { DXGI_FORMAT_ASTC_12X10_UNORM, DXGI_FORMAT_ASTC_12X10_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_12X10_UNORM_SRGB}, // ASTC12x10
  215. { DXGI_FORMAT_ASTC_12X12_UNORM, DXGI_FORMAT_ASTC_12X12_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_12X12_UNORM_SRGB}, // ASTC12x12
  216. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // Unknown
  217. { DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R1
  218. { DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // A8
  219. { DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8
  220. { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8I
  221. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8U
  222. { DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8S
  223. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16
  224. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16I
  225. { DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16U
  226. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16F
  227. { DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16S
  228. { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32I
  229. { DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32U
  230. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32F
  231. { DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8
  232. { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8I
  233. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8U
  234. { DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8S
  235. { DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16
  236. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16I
  237. { DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16U
  238. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16F
  239. { DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16S
  240. { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32I
  241. { DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32U
  242. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32F
  243. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8
  244. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8I
  245. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8U
  246. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8S
  247. { DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB9E5F
  248. { DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB }, // BGRA8
  249. { DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8
  250. { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8I
  251. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8U
  252. { DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA8S
  253. { DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16
  254. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16I
  255. { DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16U
  256. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16F
  257. { DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16S
  258. { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32I
  259. { DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32U
  260. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32F
  261. { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // B5G6R5
  262. { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R5G6B5
  263. { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BGRA4
  264. { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA4
  265. { DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BGR5A1
  266. { DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB5A1
  267. { DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB10A2
  268. { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG11B10F
  269. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // UnknownDepth
  270. { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_D16_UNORM, DXGI_FORMAT_UNKNOWN }, // D16
  271. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24
  272. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24S8
  273. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D32
  274. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D16F
  275. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D24F
  276. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D32F
  277. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D0S8
  278. };
  279. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  280. static const D3D11_INPUT_ELEMENT_DESC s_attrib[] =
  281. {
  282. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  283. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  284. { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  285. { "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  286. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  287. { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  288. { "COLOR", 2, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  289. { "COLOR", 3, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  290. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  291. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  292. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  293. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  294. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  295. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  296. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  297. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  298. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  299. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  300. };
  301. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attrib) );
  302. static const DXGI_FORMAT s_attribType[][4][2] =
  303. {
  304. { // Uint8
  305. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  306. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  307. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  308. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  309. },
  310. { // Uint10
  311. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  312. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  313. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  314. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  315. },
  316. { // Int16
  317. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SNORM },
  318. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SNORM },
  319. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  320. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  321. },
  322. { // Half
  323. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  324. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  325. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  326. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  327. },
  328. { // Float
  329. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  330. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  331. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  332. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  333. },
  334. };
  335. BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) );
  336. static D3D11_INPUT_ELEMENT_DESC* fillVertexLayout(uint8_t _stream, D3D11_INPUT_ELEMENT_DESC* _out, const VertexLayout& _layout)
  337. {
  338. D3D11_INPUT_ELEMENT_DESC* elem = _out;
  339. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  340. {
  341. if (UINT16_MAX != _layout.m_attributes[attr])
  342. {
  343. bx::memCopy(elem, &s_attrib[attr], sizeof(D3D11_INPUT_ELEMENT_DESC) );
  344. elem->InputSlot = _stream;
  345. if (0 == _layout.m_attributes[attr])
  346. {
  347. elem->AlignedByteOffset = 0;
  348. }
  349. else
  350. {
  351. uint8_t num;
  352. AttribType::Enum type;
  353. bool normalized;
  354. bool asInt;
  355. _layout.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  356. elem->Format = s_attribType[type][num-1][normalized];
  357. elem->AlignedByteOffset = _layout.m_offset[attr];
  358. }
  359. ++elem;
  360. }
  361. }
  362. return elem;
  363. }
  364. struct TextureStage
  365. {
  366. TextureStage()
  367. {
  368. clear();
  369. }
  370. void clear()
  371. {
  372. bx::memSet(m_uav, 0, sizeof(m_uav) );
  373. bx::memSet(m_srv, 0, sizeof(m_srv) );
  374. bx::memSet(m_sampler, 0, sizeof(m_sampler) );
  375. }
  376. ID3D11UnorderedAccessView* m_uav[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  377. ID3D11ShaderResourceView* m_srv[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  378. ID3D11SamplerState* m_sampler[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  379. };
  380. BX_PRAGMA_DIAGNOSTIC_PUSH();
  381. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunused-const-variable");
  382. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunneeded-internal-declaration");
  383. static const GUID WKPDID_D3DDebugObjectName = { 0x429b8c22, 0x9188, 0x4b0c, { 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00 } };
  384. static const GUID IID_ID3D11Texture2D = { 0x6f15aaf2, 0xd208, 0x4e89, { 0x9a, 0xb4, 0x48, 0x95, 0x35, 0xd3, 0x4f, 0x9c } };
  385. static const GUID IID_ID3D11Device1 = { 0xa04bfb29, 0x08ef, 0x43d6, { 0xa4, 0x9c, 0xa9, 0xbd, 0xbd, 0xcb, 0xe6, 0x86 } };
  386. static const GUID IID_ID3D11Device2 = { 0x9d06dffa, 0xd1e5, 0x4d07, { 0x83, 0xa8, 0x1b, 0xb1, 0x23, 0xf2, 0xf8, 0x41 } };
  387. static const GUID IID_ID3D11Device3 = { 0xa05c8c37, 0xd2c6, 0x4732, { 0xb3, 0xa0, 0x9c, 0xe0, 0xb0, 0xdc, 0x9a, 0xe6 } };
  388. static const GUID IID_ID3D11InfoQueue = { 0x6543dbb6, 0x1b48, 0x42f5, { 0xab, 0x82, 0xe9, 0x7e, 0xc7, 0x43, 0x26, 0xf6 } };
  389. static const GUID IID_IDXGIDeviceRenderDoc = { 0xa7aa6116, 0x9c8d, 0x4bba, { 0x90, 0x83, 0xb4, 0xd8, 0x16, 0xb7, 0x1b, 0x78 } };
  390. static const GUID IID_ID3DUserDefinedAnnotation = { 0xb2daad8b, 0x03d4, 0x4dbf, { 0x95, 0xeb, 0x32, 0xab, 0x4b, 0x63, 0xd0, 0xab } };
  391. enum D3D11_FORMAT_SUPPORT2
  392. {
  393. D3D11_FORMAT_SUPPORT2_UAV_TYPED_LOAD = 0x40,
  394. D3D11_FORMAT_SUPPORT2_UAV_TYPED_STORE = 0x80,
  395. };
  396. static const GUID s_d3dDeviceIIDs[] =
  397. {
  398. IID_ID3D11Device3,
  399. IID_ID3D11Device2,
  400. IID_ID3D11Device1,
  401. };
  402. inline bool isLost(HRESULT _hr)
  403. {
  404. return false
  405. || _hr == DXGI_ERROR_DEVICE_REMOVED
  406. || _hr == DXGI_ERROR_DEVICE_HUNG
  407. || _hr == DXGI_ERROR_DEVICE_RESET
  408. || _hr == DXGI_ERROR_DRIVER_INTERNAL_ERROR
  409. || _hr == DXGI_ERROR_NOT_CURRENTLY_AVAILABLE
  410. ;
  411. }
  412. static const char* getLostReason(HRESULT _hr)
  413. {
  414. switch (_hr)
  415. {
  416. // The GPU device instance has been suspended. Use GetDeviceRemovedReason to determine the appropriate action.
  417. case DXGI_ERROR_DEVICE_REMOVED: return "DXGI_ERROR_DEVICE_REMOVED";
  418. // The GPU will not respond to more commands, most likely because of an invalid command passed by the calling application.
  419. case DXGI_ERROR_DEVICE_HUNG: return "DXGI_ERROR_DEVICE_HUNG";
  420. // The GPU will not respond to more commands, most likely because some other application submitted invalid commands.
  421. // The calling application should re-create the device and continue.
  422. case DXGI_ERROR_DEVICE_RESET: return "DXGI_ERROR_DEVICE_RESET";
  423. // An internal issue prevented the driver from carrying out the specified operation. The driver's state is probably
  424. // suspect, and the application should not continue.
  425. case DXGI_ERROR_DRIVER_INTERNAL_ERROR: return "DXGI_ERROR_DRIVER_INTERNAL_ERROR";
  426. // A resource is not available at the time of the call, but may become available later.
  427. case DXGI_ERROR_NOT_CURRENTLY_AVAILABLE: return "DXGI_ERROR_NOT_CURRENTLY_AVAILABLE";
  428. case S_OK: return "S_OK";
  429. default: break;
  430. }
  431. return "Unknown HRESULT?";
  432. }
  433. template <typename Ty>
  434. static BX_NO_INLINE void setDebugObjectName(Ty* _interface, const char* _format, ...)
  435. {
  436. if (BX_ENABLED(BGFX_CONFIG_DEBUG_OBJECT_NAME) )
  437. {
  438. char temp[2048];
  439. va_list argList;
  440. va_start(argList, _format);
  441. int size = bx::uint32_min(sizeof(temp)-1, bx::vsnprintf(temp, sizeof(temp), _format, argList) );
  442. va_end(argList);
  443. temp[size] = '\0';
  444. _interface->SetPrivateData(WKPDID_D3DDebugObjectName, size, temp);
  445. }
  446. }
  447. BX_PRAGMA_DIAGNOSTIC_POP();
  448. static HRESULT setIntelExtension(ID3D11Device* _device, const void* _data, uint32_t _size)
  449. {
  450. D3D11_BUFFER_DESC desc;
  451. desc.ByteWidth = _size;
  452. desc.Usage = D3D11_USAGE_STAGING;
  453. desc.BindFlags = 0;
  454. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  455. desc.MiscFlags = 0;
  456. desc.StructureByteStride = 0;
  457. D3D11_SUBRESOURCE_DATA initData;
  458. initData.pSysMem = _data;
  459. initData.SysMemPitch = _size;
  460. initData.SysMemSlicePitch = 0;
  461. ID3D11Buffer* buffer;
  462. HRESULT hr = _device->CreateBuffer(&desc, &initData, &buffer);
  463. if (SUCCEEDED(hr) )
  464. {
  465. buffer->Release();
  466. }
  467. return hr;
  468. };
  469. static const uint32_t kIntelExtensionInterfaceVersion = UINT32_C(0x10000);
  470. struct IntelExtension
  471. {
  472. char key[16];
  473. uint32_t version;
  474. uint32_t type;
  475. uint32_t data[16];
  476. };
  477. static const IntelExtension s_intelDirectAccessResource =
  478. {
  479. { 'I', 'N', 'T', 'C', 'E', 'X', 'T', 'N', 'R', 'E', 'S', 'O', 'U', 'R', 'C', 'E' },
  480. kIntelExtensionInterfaceVersion,
  481. 1,
  482. { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
  483. };
  484. static HRESULT setIntelDirectAccessResource(ID3D11Device* _device)
  485. {
  486. return setIntelExtension(_device, &s_intelDirectAccessResource, sizeof(s_intelDirectAccessResource) );
  487. }
  488. static BX_NO_INLINE bool getIntelExtensions(ID3D11Device* _device)
  489. {
  490. if (windowsVersionIs(Condition::GreaterEqual, 0x0604) )
  491. {
  492. uint8_t temp[28];
  493. bx::ErrorAssert err;
  494. bx::StaticMemoryBlockWriter writer(&temp, sizeof(temp) );
  495. bx::write(&writer, "INTCEXTNCAPSFUNC", 16, &err);
  496. bx::write(&writer, kIntelExtensionInterfaceVersion, &err);
  497. bx::write(&writer, uint32_t(0), &err);
  498. bx::write(&writer, uint32_t(0), &err);
  499. if (SUCCEEDED(setIntelExtension(_device, temp, sizeof(temp) ) ) )
  500. {
  501. bx::MemoryReader reader(&temp, sizeof(temp) );
  502. bx::skip(&reader, 16);
  503. uint32_t version;
  504. bx::read(&reader, version, &err);
  505. uint32_t driverVersion;
  506. bx::read(&reader, driverVersion, &err);
  507. return version <= driverVersion;
  508. }
  509. }
  510. return false;
  511. }
  512. void resume(ID3D11Device* _device)
  513. {
  514. BX_UNUSED(_device);
  515. }
  516. void suspend(ID3D11Device* _device)
  517. {
  518. BX_UNUSED(_device);
  519. }
  520. /*
  521. * AMD GPU Services (AGS) library
  522. *
  523. * Reference(s):
  524. * - https://web.archive.org/web/20181126035805/https://github.com/GPUOpen-LibrariesAndSDKs/AGS_SDK
  525. */
  526. enum AGS_RETURN_CODE
  527. {
  528. AGS_SUCCESS,
  529. AGS_INVALID_ARGS,
  530. AGS_OUT_OF_MEMORY,
  531. AGS_ERROR_MISSING_DLL,
  532. AGS_ERROR_LEGACY_DRIVER,
  533. AGS_EXTENSION_NOT_SUPPORTED,
  534. AGS_ADL_FAILURE,
  535. };
  536. enum AGS_DRIVER_EXTENSION
  537. {
  538. AGS_EXTENSION_QUADLIST = 1 << 0,
  539. AGS_EXTENSION_UAV_OVERLAP = 1 << 1,
  540. AGS_EXTENSION_DEPTH_BOUNDS_TEST = 1 << 2,
  541. AGS_EXTENSION_MULTIDRAWINDIRECT = 1 << 3,
  542. };
  543. struct AGSDriverVersionInfo
  544. {
  545. char strDriverVersion[256];
  546. char strCatalystVersion[256];
  547. char strCatalystWebLink[256];
  548. };
  549. struct AGSContext;
  550. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_INIT)(AGSContext**);
  551. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DEINIT)(AGSContext*);
  552. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_CROSSFIRE_GPU_COUNT)(AGSContext*, int32_t*);
  553. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_TOTAL_GPU_COUNT)(AGSContext*, int32_t*);
  554. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_GPU_MEMORY_SIZE)(AGSContext*, int32_t, int64_t*);
  555. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_DRIVER_VERSION_INFO)(AGSContext*, AGSDriverVersionInfo*);
  556. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_INIT)(AGSContext*, ID3D11Device*, uint32_t*);
  557. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_DEINIT)(AGSContext*);
  558. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INSTANCED_INDIRECT)(AGSContext*, uint32_t, ID3D11Buffer*, uint32_t, uint32_t);
  559. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INDEXED_INSTANCED_INDIRECT)(AGSContext*, uint32_t, ID3D11Buffer*, uint32_t, uint32_t);
  560. static PFN_AGS_INIT agsInit;
  561. static PFN_AGS_DEINIT agsDeInit;
  562. static PFN_AGS_GET_CROSSFIRE_GPU_COUNT agsGetCrossfireGPUCount;
  563. static PFN_AGS_GET_TOTAL_GPU_COUNT agsGetTotalGPUCount;
  564. static PFN_AGS_GET_GPU_MEMORY_SIZE agsGetGPUMemorySize;
  565. static PFN_AGS_GET_DRIVER_VERSION_INFO agsGetDriverVersionInfo;
  566. static PFN_AGS_DRIVER_EXTENSIONS_INIT agsDriverExtensions_Init;
  567. static PFN_AGS_DRIVER_EXTENSIONS_DEINIT agsDriverExtensions_DeInit;
  568. static PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INSTANCED_INDIRECT agsDriverExtensions_MultiDrawInstancedIndirect;
  569. static PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INDEXED_INSTANCED_INDIRECT agsDriverExtensions_MultiDrawIndexedInstancedIndirect;
  570. typedef void (* MultiDrawIndirectFn)(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  571. void stubMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  572. void stubMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  573. void amdAgsMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  574. void amdAgsMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  575. void nvapiMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  576. void nvapiMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  577. static MultiDrawIndirectFn multiDrawInstancedIndirect;
  578. static MultiDrawIndirectFn multiDrawIndexedInstancedIndirect;
  579. #if USE_D3D11_DYNAMIC_LIB
  580. static PFN_D3D11_CREATE_DEVICE D3D11CreateDevice;
  581. static PFN_D3DPERF_SET_MARKER D3DPERF_SetMarker;
  582. static PFN_D3DPERF_BEGIN_EVENT D3DPERF_BeginEvent;
  583. static PFN_D3DPERF_END_EVENT D3DPERF_EndEvent;
  584. #endif // USE_D3D11_DYNAMIC_LIB
  585. int WINAPI d3d11Annotation_BeginEvent(DWORD _color, LPCWSTR _name);
  586. int WINAPI d3d11Annotation_EndEvent();
  587. void WINAPI d3d11Annotation_SetMarker(DWORD _color, LPCWSTR _name);
  588. struct RendererContextD3D11 : public RendererContextI
  589. {
  590. RendererContextD3D11()
  591. : m_d3d9Dll(NULL)
  592. , m_d3d11Dll(NULL)
  593. , m_renderDocDll(NULL)
  594. , m_agsDll(NULL)
  595. , m_ags(NULL)
  596. , m_featureLevel(D3D_FEATURE_LEVEL(0) )
  597. , m_swapChain(NULL)
  598. , m_msaaRt(NULL)
  599. , m_needPresent(false)
  600. , m_lost(false)
  601. , m_numWindows(0)
  602. , m_device(NULL)
  603. , m_deviceCtx(NULL)
  604. , m_annotation(NULL)
  605. , m_infoQueue(NULL)
  606. , m_backBufferColor(NULL)
  607. , m_backBufferDepthStencil(NULL)
  608. , m_currentColor(NULL)
  609. , m_currentDepthStencil(NULL)
  610. , m_captureTexture(NULL)
  611. , m_captureResolve(NULL)
  612. , m_maxAnisotropy(1)
  613. , m_depthClamp(false)
  614. , m_wireframe(false)
  615. , m_currentProgram(NULL)
  616. , m_vsChanges(0)
  617. , m_fsChanges(0)
  618. , m_rtMsaa(false)
  619. , m_timerQuerySupport(false)
  620. , m_directAccessSupport(false)
  621. {
  622. m_fbh.idx = kInvalidHandle;
  623. bx::memSet(&m_scd, 0, sizeof(m_scd) );
  624. bx::memSet(&m_windows, 0xff, sizeof(m_windows) );
  625. }
  626. ~RendererContextD3D11()
  627. {
  628. }
  629. bool init(const Init& _init)
  630. {
  631. struct ErrorState
  632. {
  633. enum Enum
  634. {
  635. Default,
  636. LoadedD3D11,
  637. LoadedDXGI,
  638. };
  639. };
  640. ErrorState::Enum errorState = ErrorState::Default;
  641. if (_init.debug
  642. || _init.profile)
  643. {
  644. m_renderDocDll = loadRenderDoc();
  645. }
  646. m_fbh.idx = kInvalidHandle;
  647. bx::memSet(m_uniforms, 0, sizeof(m_uniforms) );
  648. bx::memSet(&m_resolution, 0, sizeof(m_resolution) );
  649. m_ags = NULL;
  650. m_agsDll = bx::dlopen(
  651. #if BX_ARCH_32BIT
  652. "amd_ags_x86.dll"
  653. #else
  654. "amd_ags_x64.dll"
  655. #endif // BX_ARCH_32BIT
  656. );
  657. if (NULL != m_agsDll)
  658. {
  659. agsInit = (PFN_AGS_INIT )bx::dlsym(m_agsDll, "agsInit");
  660. agsDeInit = (PFN_AGS_DEINIT)bx::dlsym(m_agsDll, "agsDeInit");
  661. agsGetCrossfireGPUCount = (PFN_AGS_GET_CROSSFIRE_GPU_COUNT )bx::dlsym(m_agsDll, "agsGetCrossfireGPUCount");
  662. agsGetTotalGPUCount = (PFN_AGS_GET_TOTAL_GPU_COUNT )bx::dlsym(m_agsDll, "agsGetTotalGPUCount");
  663. agsGetGPUMemorySize = (PFN_AGS_GET_GPU_MEMORY_SIZE )bx::dlsym(m_agsDll, "agsGetGPUMemorySize");
  664. agsGetDriverVersionInfo = (PFN_AGS_GET_DRIVER_VERSION_INFO )bx::dlsym(m_agsDll, "agsGetDriverVersionInfo");
  665. agsDriverExtensions_Init = (PFN_AGS_DRIVER_EXTENSIONS_INIT )bx::dlsym(m_agsDll, "agsDriverExtensions_Init");
  666. agsDriverExtensions_DeInit = (PFN_AGS_DRIVER_EXTENSIONS_DEINIT)bx::dlsym(m_agsDll, "agsDriverExtensions_DeInit");
  667. agsDriverExtensions_MultiDrawInstancedIndirect = (PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INSTANCED_INDIRECT )bx::dlsym(m_agsDll, "agsDriverExtensions_MultiDrawInstancedIndirect");
  668. agsDriverExtensions_MultiDrawIndexedInstancedIndirect = (PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INDEXED_INSTANCED_INDIRECT)bx::dlsym(m_agsDll, "agsDriverExtensions_MultiDrawIndexedInstancedIndirect");
  669. bool agsSupported = true
  670. && NULL != agsInit
  671. && NULL != agsDeInit
  672. && NULL != agsGetCrossfireGPUCount
  673. && NULL != agsGetTotalGPUCount
  674. && NULL != agsGetGPUMemorySize
  675. && NULL != agsGetDriverVersionInfo
  676. && NULL != agsDriverExtensions_Init
  677. && NULL != agsDriverExtensions_DeInit
  678. && NULL != agsDriverExtensions_MultiDrawInstancedIndirect
  679. && NULL != agsDriverExtensions_MultiDrawIndexedInstancedIndirect
  680. ;
  681. if (agsSupported)
  682. {
  683. AGS_RETURN_CODE result = agsInit(&m_ags);
  684. agsSupported = AGS_SUCCESS == result;
  685. if (agsSupported)
  686. {
  687. AGSDriverVersionInfo vi;
  688. result = agsGetDriverVersionInfo(m_ags, &vi);
  689. BX_TRACE(" Driver version: %s", vi.strDriverVersion);
  690. BX_TRACE(" Catalyst version: %s", vi.strCatalystVersion);
  691. int32_t numCrossfireGPUs = 0;
  692. result = agsGetCrossfireGPUCount(m_ags, &numCrossfireGPUs);
  693. BX_TRACE(" Num crossfire GPUs: %d", numCrossfireGPUs);
  694. int32_t numGPUs = 0;
  695. result = agsGetTotalGPUCount(m_ags, &numGPUs);
  696. BX_TRACE(" Num GPUs: %d", numGPUs);
  697. for (int32_t ii = 0; ii < numGPUs; ++ii)
  698. {
  699. int64_t memSize;
  700. result = agsGetGPUMemorySize(m_ags, ii, &memSize);
  701. if (AGS_SUCCESS == result)
  702. {
  703. char memSizeStr[16];
  704. bx::prettify(memSizeStr, BX_COUNTOF(memSizeStr), memSize);
  705. BX_TRACE(" GPU #%d mem size: %s", ii, memSizeStr);
  706. }
  707. }
  708. }
  709. }
  710. BX_WARN(!agsSupported, "AMD/AGS supported.");
  711. if (!agsSupported)
  712. {
  713. if (NULL != m_ags)
  714. {
  715. agsDeInit(m_ags);
  716. m_ags = NULL;
  717. }
  718. bx::dlclose(m_agsDll);
  719. m_agsDll = NULL;
  720. }
  721. }
  722. m_nvapi.init();
  723. #if USE_D3D11_DYNAMIC_LIB
  724. const char* d3d11DllName =
  725. #if BX_PLATFORM_LINUX
  726. "d3d11.so"
  727. #else
  728. "d3d11.dll"
  729. #endif // BX_PLATFORM_LINUX
  730. ;
  731. m_d3d11Dll = bx::dlopen(d3d11DllName);
  732. if (NULL == m_d3d11Dll)
  733. {
  734. BX_TRACE("Init error: Failed to load %s.", d3d11DllName);
  735. goto error;
  736. }
  737. errorState = ErrorState::LoadedD3D11;
  738. m_d3d9Dll = NULL;
  739. if (BX_ENABLED(BGFX_CONFIG_DEBUG_ANNOTATION) )
  740. {
  741. // D3D11_1.h has ID3DUserDefinedAnnotation
  742. // https://web.archive.org/web/20190207230424/https://docs.microsoft.com/en-us/windows/desktop/api/d3d11_1/nn-d3d11_1-id3duserdefinedannotation
  743. m_d3d9Dll = bx::dlopen("d3d9.dll");
  744. if (NULL != m_d3d9Dll)
  745. {
  746. D3DPERF_SetMarker = (PFN_D3DPERF_SET_MARKER )bx::dlsym(m_d3d9Dll, "D3DPERF_SetMarker" );
  747. D3DPERF_BeginEvent = (PFN_D3DPERF_BEGIN_EVENT)bx::dlsym(m_d3d9Dll, "D3DPERF_BeginEvent");
  748. D3DPERF_EndEvent = (PFN_D3DPERF_END_EVENT )bx::dlsym(m_d3d9Dll, "D3DPERF_EndEvent" );
  749. if (NULL == D3DPERF_SetMarker
  750. || NULL == D3DPERF_BeginEvent
  751. || NULL == D3DPERF_EndEvent)
  752. {
  753. BX_TRACE("Failed to initialize PIX events.");
  754. D3DPERF_SetMarker = NULL;
  755. D3DPERF_BeginEvent = NULL;
  756. D3DPERF_EndEvent = NULL;
  757. bx::dlclose(m_d3d9Dll);
  758. m_d3d9Dll = NULL;
  759. }
  760. }
  761. }
  762. D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)bx::dlsym(m_d3d11Dll, "D3D11CreateDevice");
  763. if (NULL == D3D11CreateDevice)
  764. {
  765. BX_TRACE("Init error: Function D3D11CreateDevice not found.");
  766. goto error;
  767. }
  768. #endif // USE_D3D11_DYNAMIC_LIB
  769. if (!m_dxgi.init(g_caps) )
  770. {
  771. goto error;
  772. }
  773. errorState = ErrorState::LoadedDXGI;
  774. if (NULL != g_platformData.context)
  775. {
  776. m_device = (ID3D11Device*)g_platformData.context;
  777. m_device->AddRef();
  778. m_device->GetImmediateContext(&m_deviceCtx);
  779. if (NULL == m_deviceCtx)
  780. {
  781. BX_TRACE("Init error: Unable to retrieve Direct3D11 ImmediateContext.");
  782. goto error;
  783. }
  784. m_featureLevel = m_device->GetFeatureLevel();
  785. }
  786. else
  787. {
  788. if (NULL != m_renderDocDll)
  789. {
  790. setGraphicsDebuggerPresent(true);
  791. }
  792. D3D_FEATURE_LEVEL featureLevel[] =
  793. {
  794. D3D_FEATURE_LEVEL_12_1,
  795. D3D_FEATURE_LEVEL_12_0,
  796. D3D_FEATURE_LEVEL_11_1,
  797. D3D_FEATURE_LEVEL_11_0,
  798. D3D_FEATURE_LEVEL_10_1,
  799. D3D_FEATURE_LEVEL_10_0,
  800. #if BX_PLATFORM_WINRT
  801. D3D_FEATURE_LEVEL_9_3,
  802. D3D_FEATURE_LEVEL_9_2,
  803. #endif // BX_PLATFORM_WINRT
  804. };
  805. HRESULT hr = S_OK;
  806. for (;;)
  807. {
  808. uint32_t flags = 0
  809. | D3D11_CREATE_DEVICE_SINGLETHREADED
  810. | D3D11_CREATE_DEVICE_BGRA_SUPPORT
  811. // | D3D11_CREATE_DEVICE_PREVENT_INTERNAL_THREADING_OPTIMIZATIONS
  812. | (_init.debug ? D3D11_CREATE_DEVICE_DEBUG : 0)
  813. ;
  814. hr = E_FAIL;
  815. for (uint32_t ii = 0; ii < BX_COUNTOF(featureLevel) && FAILED(hr);)
  816. {
  817. hr = D3D11CreateDevice(m_dxgi.m_adapter
  818. , m_dxgi.m_driverType
  819. , NULL
  820. , flags
  821. , &featureLevel[ii]
  822. , BX_COUNTOF(featureLevel)-ii
  823. , D3D11_SDK_VERSION
  824. , &m_device
  825. , &m_featureLevel
  826. , &m_deviceCtx
  827. );
  828. BX_WARN(FAILED(hr), "Direct3D11 device feature level %d.%d."
  829. , (m_featureLevel >> 12) & 0xf
  830. , (m_featureLevel >> 8) & 0xf
  831. );
  832. if (FAILED(hr)
  833. && 0 != (flags & D3D11_CREATE_DEVICE_DEBUG) )
  834. {
  835. // Try without debug in case D3D11 SDK Layers
  836. // is not present?
  837. flags &= ~D3D11_CREATE_DEVICE_DEBUG;
  838. continue;
  839. }
  840. // Enable debug flags.
  841. flags |= (BX_ENABLED(BGFX_CONFIG_DEBUG) ? D3D11_CREATE_DEVICE_DEBUG : 0);
  842. ++ii;
  843. }
  844. if (FAILED(hr)
  845. && D3D_DRIVER_TYPE_WARP != m_dxgi.m_driverType)
  846. {
  847. // Try with WARP
  848. m_dxgi.m_driverType = D3D_DRIVER_TYPE_WARP;
  849. continue;
  850. }
  851. break;
  852. }
  853. if (FAILED(hr) )
  854. {
  855. BX_TRACE("Init error: Unable to create Direct3D11 device.");
  856. goto error;
  857. }
  858. }
  859. m_dxgi.update(m_device);
  860. {
  861. m_deviceInterfaceVersion = 0;
  862. for (uint32_t ii = 0; ii < BX_COUNTOF(s_d3dDeviceIIDs); ++ii)
  863. {
  864. ID3D11Device* device;
  865. HRESULT hr = m_device->QueryInterface(s_d3dDeviceIIDs[ii], (void**)&device);
  866. if (SUCCEEDED(hr) )
  867. {
  868. device->Release(); // BK - ignore ref count.
  869. m_deviceInterfaceVersion = BX_COUNTOF(s_d3dDeviceIIDs)-ii;
  870. break;
  871. }
  872. }
  873. { ///
  874. IDXGIDevice* renderdoc;
  875. HRESULT hr = m_device->QueryInterface(IID_IDXGIDeviceRenderDoc, (void**)&renderdoc);
  876. if (SUCCEEDED(hr) )
  877. {
  878. setGraphicsDebuggerPresent(true);
  879. DX_RELEASE(renderdoc, 2);
  880. }
  881. else
  882. {
  883. IUnknown* device = m_device;
  884. setGraphicsDebuggerPresent(2 != getRefCount(device) );
  885. }
  886. }
  887. if (BGFX_PCI_ID_NVIDIA != m_dxgi.m_adapterDesc.VendorId)
  888. {
  889. m_nvapi.shutdown();
  890. }
  891. m_msaaRt = NULL;
  892. if (NULL == g_platformData.backBuffer)
  893. {
  894. HRESULT hr = S_OK;
  895. m_swapEffect =
  896. #if BX_PLATFORM_LINUX || BX_PLATFORM_WINDOWS
  897. DXGI_SWAP_EFFECT_FLIP_DISCARD
  898. #else
  899. DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL
  900. #endif // BX_PLATFORM_LINUX || BX_PLATFORM_WINDOWS
  901. ;
  902. m_swapBufferCount = bx::clamp<uint8_t>(_init.resolution.numBackBuffers, 2, BGFX_CONFIG_MAX_BACK_BUFFERS);
  903. bx::memSet(&m_scd, 0, sizeof(m_scd) );
  904. m_scd.width = _init.resolution.width;
  905. m_scd.height = _init.resolution.height;
  906. /*
  907. * According to https://docs.microsoft.com/en-us/windows/win32/direct3ddxgi/converting-data-color-space ,
  908. * it is OK to create the backbuffer with m_fmt (a non- _SRGB format), and then create the render target view into it
  909. * with m_fmtSrgb (the _SRGB format of same), and it will work identically as if you had created the swapchain with
  910. * m_fmtSrgb as the backbuffer format.
  911. *
  912. * Moreover, it is actually not desirable to create the backbuffer with an _SRGB format, because that
  913. * is incompatible with the flip presentation model, which is desirable for various reasons including
  914. * player embedding.
  915. */
  916. m_scd.format = s_textureFormat[_init.resolution.format].m_fmt;
  917. updateMsaa(m_scd.format);
  918. m_scd.sampleDesc = s_msaa[(_init.resolution.reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  919. m_scd.bufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  920. m_scd.bufferCount = m_swapBufferCount;
  921. m_scd.scaling = 0 == g_platformData.ndt
  922. ? DXGI_SCALING_NONE
  923. : DXGI_SCALING_STRETCH
  924. ;
  925. m_scd.swapEffect = m_swapEffect;
  926. m_scd.alphaMode = (_init.resolution.reset & BGFX_RESET_TRANSPARENT_BACKBUFFER)
  927. ? DXGI_ALPHA_MODE_PREMULTIPLIED
  928. : DXGI_ALPHA_MODE_IGNORE
  929. ;
  930. m_scd.flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  931. m_scd.maxFrameLatency = bx::min<uint8_t>(_init.resolution.maxFrameLatency, BGFX_CONFIG_MAX_FRAME_LATENCY);
  932. m_scd.nwh = g_platformData.nwh;
  933. m_scd.ndt = g_platformData.ndt;
  934. m_scd.windowed = true;
  935. if (NULL != m_scd.nwh)
  936. {
  937. hr = m_dxgi.createSwapChain(m_device
  938. , m_scd
  939. , &m_swapChain
  940. );
  941. if (FAILED(hr) )
  942. {
  943. BX_TRACE(
  944. "CreateSwapChain with DXGI_SWAP_EFFECT(%d) failed with HRESULT(%x)"
  945. , m_scd.swapEffect
  946. , hr
  947. );
  948. // DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL is not available on win7
  949. // Try again with DXGI_SWAP_EFFECT_DISCARD
  950. m_swapEffect = DXGI_SWAP_EFFECT_DISCARD;
  951. m_swapBufferCount = 1;
  952. m_scd.bufferCount = m_swapBufferCount;
  953. m_scd.swapEffect = m_swapEffect;
  954. hr = m_dxgi.createSwapChain(m_device
  955. , m_scd
  956. , &m_swapChain
  957. );
  958. if (FAILED(hr) )
  959. {
  960. BX_TRACE("Init error: Failed to create swap chain.");
  961. goto error;
  962. }
  963. }
  964. m_resolution = _init.resolution;
  965. m_resolution.reset = _init.resolution.reset & (~BGFX_RESET_INTERNAL_FORCE);
  966. m_textVideoMem.resize(false, _init.resolution.width, _init.resolution.height);
  967. m_textVideoMem.clear();
  968. if (1 < m_scd.sampleDesc.Count)
  969. {
  970. D3D11_TEXTURE2D_DESC desc;
  971. desc.Width = m_scd.width;
  972. desc.Height = m_scd.height;
  973. desc.MipLevels = 1;
  974. desc.ArraySize = 1;
  975. /*
  976. * According to https://docs.microsoft.com/en-us/windows/win32/direct3ddxgi/converting-data-color-space ,
  977. * ONLY the backbuffer from swapchain can be created without *_SRGB format, custom backbuffer should be created the same
  978. * format as well as render target view.
  979. */
  980. desc.Format = (m_resolution.reset & BGFX_RESET_SRGB_BACKBUFFER) ? s_textureFormat[m_resolution.format].m_fmtSrgb : s_textureFormat[m_resolution.format].m_fmt;
  981. desc.SampleDesc = m_scd.sampleDesc;
  982. desc.Usage = D3D11_USAGE_DEFAULT;
  983. desc.BindFlags = D3D11_BIND_RENDER_TARGET;
  984. desc.CPUAccessFlags = 0;
  985. desc.MiscFlags = 0;
  986. DX_CHECK(m_device->CreateTexture2D(&desc, NULL, &m_msaaRt) );
  987. }
  988. }
  989. #if BX_PLATFORM_WINDOWS
  990. DX_CHECK(m_dxgi.m_factory->MakeWindowAssociation( (HWND)g_platformData.nwh, 0
  991. | DXGI_MWA_NO_WINDOW_CHANGES
  992. | DXGI_MWA_NO_ALT_ENTER
  993. ) );
  994. #endif // BX_PLATFORM_WINDOWS
  995. if (FAILED(hr) )
  996. {
  997. BX_TRACE("Init error: Failed to create swap chain.");
  998. goto error;
  999. }
  1000. }
  1001. else
  1002. {
  1003. bx::memSet(&m_scd, 0, sizeof(m_scd) );
  1004. m_scd.sampleDesc.Count = 1;
  1005. m_scd.sampleDesc.Quality = 0;
  1006. m_scd.width = _init.resolution.width;
  1007. m_scd.height = _init.resolution.height;
  1008. m_backBufferColor = (ID3D11RenderTargetView*)g_platformData.backBuffer;
  1009. m_backBufferDepthStencil = (ID3D11DepthStencilView*)g_platformData.backBufferDS;
  1010. }
  1011. }
  1012. m_numWindows = 1;
  1013. #if USE_D3D11_DYNAMIC_LIB
  1014. if (BX_ENABLED(BGFX_CONFIG_DEBUG_ANNOTATION) )
  1015. {
  1016. HRESULT hr = m_deviceCtx->QueryInterface(IID_ID3DUserDefinedAnnotation, (void**)&m_annotation);
  1017. if (SUCCEEDED(hr) )
  1018. {
  1019. D3DPERF_BeginEvent = d3d11Annotation_BeginEvent;
  1020. D3DPERF_EndEvent = d3d11Annotation_EndEvent;
  1021. D3DPERF_SetMarker = d3d11Annotation_SetMarker;
  1022. }
  1023. }
  1024. #endif // USE_D3D11_DYNAMIC_LIB
  1025. if (_init.debug)
  1026. {
  1027. HRESULT hr = m_device->QueryInterface(IID_ID3D11InfoQueue, (void**)&m_infoQueue);
  1028. if (SUCCEEDED(hr) )
  1029. {
  1030. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, true);
  1031. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, false);
  1032. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_WARNING, false);
  1033. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_INFO, false);
  1034. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_MESSAGE, false);
  1035. D3D11_INFO_QUEUE_FILTER filter;
  1036. bx::memSet(&filter, 0, sizeof(filter) );
  1037. D3D11_MESSAGE_CATEGORY catlist[] =
  1038. {
  1039. D3D11_MESSAGE_CATEGORY_STATE_CREATION,
  1040. };
  1041. filter.DenyList.NumCategories = BX_COUNTOF(catlist);
  1042. filter.DenyList.pCategoryList = catlist;
  1043. D3D11_MESSAGE_ID idlist[] =
  1044. {
  1045. D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET,
  1046. D3D11_MESSAGE_ID_QUERY_BEGIN_ABANDONING_PREVIOUS_RESULTS,
  1047. };
  1048. filter.DenyList.NumIDs = BX_COUNTOF(idlist);
  1049. filter.DenyList.pIDList = idlist;
  1050. m_infoQueue->PushStorageFilter(&filter);
  1051. }
  1052. }
  1053. {
  1054. g_caps.supported |= (0
  1055. | BGFX_CAPS_TEXTURE_3D
  1056. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  1057. | BGFX_CAPS_VERTEX_ATTRIB_UINT10
  1058. | BGFX_CAPS_VERTEX_ID
  1059. | BGFX_CAPS_FRAGMENT_DEPTH
  1060. | (getIntelExtensions(m_device)
  1061. ? BGFX_CAPS_FRAGMENT_ORDERING
  1062. | BGFX_CAPS_TEXTURE_DIRECT_ACCESS
  1063. : 0)
  1064. | BGFX_CAPS_SWAP_CHAIN
  1065. | BGFX_CAPS_DRAW_INDIRECT
  1066. | BGFX_CAPS_TEXTURE_BLIT
  1067. | BGFX_CAPS_TEXTURE_READ_BACK
  1068. | ( (m_featureLevel >= D3D_FEATURE_LEVEL_9_2)
  1069. ? BGFX_CAPS_OCCLUSION_QUERY
  1070. : 0)
  1071. | BGFX_CAPS_ALPHA_TO_COVERAGE
  1072. | ( (m_deviceInterfaceVersion >= 3)
  1073. ? BGFX_CAPS_CONSERVATIVE_RASTER
  1074. : 0)
  1075. | BGFX_CAPS_TEXTURE_2D_ARRAY
  1076. | BGFX_CAPS_TEXTURE_CUBE_ARRAY
  1077. | ((m_featureLevel >= D3D_FEATURE_LEVEL_11_1)
  1078. ? BGFX_CAPS_IMAGE_RW
  1079. : 0)
  1080. | ((m_featureLevel >= D3D_FEATURE_LEVEL_11_0)
  1081. ? BGFX_CAPS_PRIMITIVE_ID
  1082. : 0)
  1083. );
  1084. m_timerQuerySupport = m_featureLevel >= D3D_FEATURE_LEVEL_10_0;
  1085. m_directAccessSupport = 0 != (g_caps.supported & BGFX_CAPS_TEXTURE_DIRECT_ACCESS);
  1086. if (m_featureLevel <= D3D_FEATURE_LEVEL_9_2)
  1087. {
  1088. g_caps.limits.maxTextureSize = D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  1089. g_caps.limits.maxFBAttachments = uint8_t(bx::uint32_min(
  1090. D3D_FL9_1_SIMULTANEOUS_RENDER_TARGET_COUNT
  1091. , BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS
  1092. ) );
  1093. g_caps.limits.maxVertexStreams = uint8_t(bx::uint32_min(
  1094. 16
  1095. , BGFX_CONFIG_MAX_VERTEX_STREAMS
  1096. ) );
  1097. }
  1098. else if (m_featureLevel == D3D_FEATURE_LEVEL_9_3)
  1099. {
  1100. g_caps.limits.maxTextureSize = D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  1101. g_caps.limits.maxFBAttachments = uint8_t(bx::uint32_min(
  1102. D3D_FL9_3_SIMULTANEOUS_RENDER_TARGET_COUNT
  1103. , BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS
  1104. ) );
  1105. g_caps.limits.maxVertexStreams = uint8_t(bx::uint32_min(
  1106. 16
  1107. , BGFX_CONFIG_MAX_VERTEX_STREAMS
  1108. ) );
  1109. }
  1110. else
  1111. {
  1112. g_caps.limits.maxComputeBindings = bx::min(BGFX_MAX_COMPUTE_BINDINGS
  1113. , D3D_FEATURE_LEVEL_11_1 <= m_featureLevel
  1114. ? D3D11_1_UAV_SLOT_COUNT
  1115. : D3D11_PS_CS_UAV_REGISTER_COUNT
  1116. );
  1117. g_caps.supported |= BGFX_CAPS_TEXTURE_COMPARE_ALL;
  1118. g_caps.limits.maxTextureSize = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  1119. g_caps.limits.maxTextureLayers = D3D11_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION;
  1120. g_caps.limits.maxFBAttachments = uint8_t(bx::uint32_min(
  1121. D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT
  1122. , BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS
  1123. ) );
  1124. g_caps.limits.maxVertexStreams = uint8_t(bx::uint32_min(
  1125. D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT
  1126. , BGFX_CONFIG_MAX_VERTEX_STREAMS
  1127. ) );
  1128. }
  1129. // 32-bit indices only supported on 9_2+.
  1130. if (m_featureLevel >= D3D_FEATURE_LEVEL_9_2)
  1131. {
  1132. g_caps.supported |= BGFX_CAPS_INDEX32;
  1133. }
  1134. // Independent blend only supported on 10_1+.
  1135. if (m_featureLevel >= D3D_FEATURE_LEVEL_10_1)
  1136. {
  1137. g_caps.supported |= BGFX_CAPS_BLEND_INDEPENDENT;
  1138. }
  1139. // Compute support is optional on 10_0 and 10_1 targets.
  1140. if (m_featureLevel == D3D_FEATURE_LEVEL_10_0
  1141. || m_featureLevel == D3D_FEATURE_LEVEL_10_1)
  1142. {
  1143. D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS data;
  1144. HRESULT hr = m_device->CheckFeatureSupport(D3D11_FEATURE_D3D10_X_HARDWARE_OPTIONS, &data, sizeof(data) );
  1145. if (SUCCEEDED(hr)
  1146. && data.ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x)
  1147. {
  1148. g_caps.supported |= BGFX_CAPS_COMPUTE;
  1149. }
  1150. }
  1151. else if (m_featureLevel >= D3D_FEATURE_LEVEL_11_0)
  1152. {
  1153. g_caps.supported |= BGFX_CAPS_COMPUTE;
  1154. }
  1155. // Instancing fully supported on 9_3+, optionally partially supported at lower levels.
  1156. if (m_featureLevel >= D3D_FEATURE_LEVEL_9_3)
  1157. {
  1158. g_caps.supported |= BGFX_CAPS_INSTANCING;
  1159. }
  1160. else
  1161. {
  1162. D3D11_FEATURE_DATA_D3D9_SIMPLE_INSTANCING_SUPPORT data;
  1163. HRESULT hr = m_device->CheckFeatureSupport(D3D11_FEATURE_D3D9_SIMPLE_INSTANCING_SUPPORT, &data, sizeof(data) );
  1164. if (SUCCEEDED(hr)
  1165. && data.SimpleInstancingSupported)
  1166. {
  1167. g_caps.supported |= BGFX_CAPS_INSTANCING;
  1168. }
  1169. }
  1170. // shadow compare is optional on 9_1 through 9_3 targets
  1171. if (m_featureLevel <= D3D_FEATURE_LEVEL_9_3)
  1172. {
  1173. D3D11_FEATURE_DATA_D3D9_SHADOW_SUPPORT data;
  1174. HRESULT hr = m_device->CheckFeatureSupport(D3D11_FEATURE_D3D9_SHADOW_SUPPORT, &data, sizeof(data) );
  1175. if (SUCCEEDED(hr)
  1176. && data.SupportsDepthAsTextureWithLessEqualComparisonFilter)
  1177. {
  1178. g_caps.supported |= BGFX_CAPS_TEXTURE_COMPARE_LEQUAL;
  1179. }
  1180. }
  1181. // support for SV_ViewportArrayIndex and SV_RenderTargetArrayIndex in the vertex shader is optional
  1182. {
  1183. D3D11_FEATURE_DATA_D3D11_OPTIONS3 data;
  1184. HRESULT hr = m_device->CheckFeatureSupport(D3D11_FEATURE_D3D11_OPTIONS3, &data, sizeof(data) );
  1185. if (SUCCEEDED(hr)
  1186. && data.VPAndRTArrayIndexFromAnyShaderFeedingRasterizer)
  1187. {
  1188. g_caps.supported |= BGFX_CAPS_VIEWPORT_LAYER_ARRAY;
  1189. }
  1190. }
  1191. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  1192. {
  1193. uint16_t support = BGFX_CAPS_FORMAT_TEXTURE_NONE;
  1194. const DXGI_FORMAT fmt = bimg::isDepth(bimg::TextureFormat::Enum(ii) )
  1195. ? s_textureFormat[ii].m_fmtDsv
  1196. : s_textureFormat[ii].m_fmt
  1197. ;
  1198. const DXGI_FORMAT fmtSrgb = s_textureFormat[ii].m_fmtSrgb;
  1199. if (DXGI_FORMAT_UNKNOWN != fmt)
  1200. {
  1201. if (BX_ENABLED(BX_PLATFORM_LINUX || BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT) )
  1202. {
  1203. D3D11_FEATURE_DATA_FORMAT_SUPPORT data;
  1204. data.InFormat = fmt;
  1205. HRESULT hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1206. if (SUCCEEDED(hr) )
  1207. {
  1208. support |= 0 != (data.OutFormatSupport & (0
  1209. | D3D11_FORMAT_SUPPORT_TEXTURE2D
  1210. | D3D11_FORMAT_SUPPORT_TEXTURE3D
  1211. | D3D11_FORMAT_SUPPORT_TEXTURECUBE
  1212. ) )
  1213. ? BGFX_CAPS_FORMAT_TEXTURE_2D
  1214. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1215. ;
  1216. support |= 0 != (data.OutFormatSupport & (0
  1217. | D3D11_FORMAT_SUPPORT_TEXTURE3D
  1218. ) )
  1219. ? BGFX_CAPS_FORMAT_TEXTURE_3D
  1220. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1221. ;
  1222. support |= 0 != (data.OutFormatSupport & (0
  1223. | D3D11_FORMAT_SUPPORT_TEXTURECUBE
  1224. ) )
  1225. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE
  1226. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1227. ;
  1228. support |= 0 != (data.OutFormatSupport & (0
  1229. | D3D11_FORMAT_SUPPORT_BUFFER
  1230. | D3D11_FORMAT_SUPPORT_IA_VERTEX_BUFFER
  1231. | D3D11_FORMAT_SUPPORT_IA_INDEX_BUFFER
  1232. ) )
  1233. ? BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  1234. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1235. ;
  1236. support |= 0 != (data.OutFormatSupport & (0
  1237. | D3D11_FORMAT_SUPPORT_SHADER_LOAD
  1238. ) )
  1239. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE_READ
  1240. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1241. ;
  1242. support |= 0 != (data.OutFormatSupport & (0
  1243. | D3D11_FORMAT_SUPPORT_RENDER_TARGET
  1244. | D3D11_FORMAT_SUPPORT_DEPTH_STENCIL
  1245. ) )
  1246. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  1247. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1248. ;
  1249. support |= 0 != (data.OutFormatSupport & (0
  1250. | D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET
  1251. ) )
  1252. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA
  1253. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1254. ;
  1255. support |= 0 != (data.OutFormatSupport & (0
  1256. | D3D11_FORMAT_SUPPORT_MULTISAMPLE_LOAD
  1257. ) )
  1258. ? BGFX_CAPS_FORMAT_TEXTURE_MSAA
  1259. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1260. ;
  1261. support |= 0 != (data.OutFormatSupport & (0
  1262. | D3D11_FORMAT_SUPPORT_MIP_AUTOGEN
  1263. ) )
  1264. ? BGFX_CAPS_FORMAT_TEXTURE_MIP_AUTOGEN
  1265. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1266. ;
  1267. }
  1268. else
  1269. {
  1270. BX_TRACE(
  1271. "CheckFeatureSupport failed with HRESULT(%x) for format %s."
  1272. , hr
  1273. , getName(TextureFormat::Enum(ii) )
  1274. );
  1275. }
  1276. if (0 != (support & BGFX_CAPS_FORMAT_TEXTURE_IMAGE_READ) )
  1277. {
  1278. D3D11_FEATURE_DATA_FORMAT_SUPPORT2 data2;
  1279. // clear image flag for additional testing
  1280. support &= ~BGFX_CAPS_FORMAT_TEXTURE_IMAGE_READ;
  1281. data2.InFormat = s_textureFormat[ii].m_fmt;
  1282. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT2, &data2, sizeof(data2) );
  1283. if (SUCCEEDED(hr) )
  1284. {
  1285. support |= 0 != (data2.OutFormatSupport2 & (0
  1286. | D3D11_FORMAT_SUPPORT2_UAV_TYPED_LOAD
  1287. ) )
  1288. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE_READ
  1289. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1290. ;
  1291. support |= 0 != (data2.OutFormatSupport2 & (0
  1292. | D3D11_FORMAT_SUPPORT2_UAV_TYPED_STORE
  1293. ) )
  1294. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE_WRITE
  1295. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1296. ;
  1297. }
  1298. }
  1299. }
  1300. else
  1301. {
  1302. support |= 0
  1303. | BGFX_CAPS_FORMAT_TEXTURE_2D
  1304. | BGFX_CAPS_FORMAT_TEXTURE_3D
  1305. | BGFX_CAPS_FORMAT_TEXTURE_CUBE
  1306. | BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  1307. | BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  1308. | BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA
  1309. | BGFX_CAPS_FORMAT_TEXTURE_MSAA
  1310. | BGFX_CAPS_FORMAT_TEXTURE_IMAGE_READ
  1311. | BGFX_CAPS_FORMAT_TEXTURE_IMAGE_WRITE
  1312. ;
  1313. }
  1314. }
  1315. if (DXGI_FORMAT_UNKNOWN != fmtSrgb)
  1316. {
  1317. if (BX_ENABLED(BX_PLATFORM_LINUX || BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT) )
  1318. {
  1319. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  1320. {
  1321. DXGI_FORMAT InFormat;
  1322. UINT OutFormatSupport;
  1323. };
  1324. D3D11_FEATURE_DATA_FORMAT_SUPPORT data;
  1325. data.InFormat = fmtSrgb;
  1326. HRESULT hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1327. if (SUCCEEDED(hr) )
  1328. {
  1329. support |= 0 != (data.OutFormatSupport & (0
  1330. | D3D11_FORMAT_SUPPORT_TEXTURE2D
  1331. ) )
  1332. ? BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB
  1333. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1334. ;
  1335. support |= 0 != (data.OutFormatSupport & (0
  1336. | D3D11_FORMAT_SUPPORT_TEXTURE3D
  1337. ) )
  1338. ? BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB
  1339. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1340. ;
  1341. support |= 0 != (data.OutFormatSupport & (0
  1342. | D3D11_FORMAT_SUPPORT_TEXTURECUBE
  1343. ) )
  1344. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB
  1345. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1346. ;
  1347. }
  1348. else
  1349. {
  1350. BX_TRACE(
  1351. "CheckFeatureSupport failed with HRESULT(%x) for sRGB format %s."
  1352. , hr
  1353. , getName(TextureFormat::Enum(ii) )
  1354. );
  1355. }
  1356. }
  1357. else
  1358. {
  1359. support |= 0
  1360. | BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB
  1361. | BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB
  1362. | BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB
  1363. ;
  1364. }
  1365. }
  1366. g_caps.formats[ii] = support;
  1367. }
  1368. // Init reserved part of view name.
  1369. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  1370. {
  1371. bx::snprintf(s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED + 1, "%3d ", ii);
  1372. mbstowcs(s_viewNameW[ii], s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED);
  1373. }
  1374. if (_init.debug
  1375. && NULL != m_infoQueue)
  1376. {
  1377. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, true);
  1378. }
  1379. { //
  1380. multiDrawInstancedIndirect = stubMultiDrawInstancedIndirect;
  1381. multiDrawIndexedInstancedIndirect = stubMultiDrawIndexedInstancedIndirect;
  1382. if (NULL != m_ags)
  1383. {
  1384. uint32_t flags;
  1385. AGS_RETURN_CODE result = agsDriverExtensions_Init(m_ags, m_device, &flags);
  1386. bool hasExtensions = AGS_SUCCESS == result;
  1387. if (hasExtensions
  1388. && 0 != (flags & AGS_EXTENSION_MULTIDRAWINDIRECT) )
  1389. {
  1390. multiDrawInstancedIndirect = amdAgsMultiDrawInstancedIndirect;
  1391. multiDrawIndexedInstancedIndirect = amdAgsMultiDrawIndexedInstancedIndirect;
  1392. }
  1393. else
  1394. {
  1395. if (hasExtensions)
  1396. {
  1397. agsDriverExtensions_DeInit(m_ags);
  1398. }
  1399. agsDeInit(m_ags);
  1400. m_ags = NULL;
  1401. }
  1402. }
  1403. else if (m_nvapi.isInitialized()
  1404. && NULL != m_nvapi.nvApiD3D11MultiDrawInstancedIndirect
  1405. && NULL != m_nvapi.nvApiD3D11MultiDrawIndexedInstancedIndirect)
  1406. {
  1407. multiDrawInstancedIndirect = nvapiMultiDrawInstancedIndirect;
  1408. multiDrawIndexedInstancedIndirect = nvapiMultiDrawIndexedInstancedIndirect;
  1409. }
  1410. }
  1411. //
  1412. updateMsaa(m_scd.format);
  1413. postReset();
  1414. }
  1415. m_nvapi.initAftermath(m_device, m_deviceCtx);
  1416. g_internalData.context = m_device;
  1417. return true;
  1418. error:
  1419. switch (errorState)
  1420. {
  1421. case ErrorState::LoadedDXGI:
  1422. DX_RELEASE(m_annotation, 1);
  1423. DX_RELEASE_W(m_infoQueue, 0);
  1424. DX_RELEASE(m_msaaRt, 0);
  1425. #if BX_PLATFORM_WINRT
  1426. // Remove swap chain from SwapChainPanel (nwh) if applicable
  1427. m_dxgi.removeSwapChain(m_scd);
  1428. #endif
  1429. DX_RELEASE(m_swapChain, 0);
  1430. DX_RELEASE(m_deviceCtx, 0);
  1431. DX_RELEASE(m_device, 0);
  1432. #if USE_D3D11_DYNAMIC_LIB
  1433. if (NULL != m_d3d9Dll)
  1434. {
  1435. bx::dlclose(m_d3d9Dll);
  1436. m_d3d9Dll = NULL;
  1437. }
  1438. #endif // USE_D3D11_DYNAMIC_LIB
  1439. m_dxgi.shutdown();
  1440. BX_FALLTHROUGH;
  1441. #if USE_D3D11_DYNAMIC_LIB
  1442. case ErrorState::LoadedD3D11:
  1443. bx::dlclose(m_d3d11Dll);
  1444. m_d3d11Dll = NULL;
  1445. BX_FALLTHROUGH;
  1446. #endif // USE_D3D11_DYNAMIC_LIB
  1447. case ErrorState::Default:
  1448. default:
  1449. m_nvapi.shutdown();
  1450. if (NULL != m_ags)
  1451. {
  1452. agsDeInit(m_ags);
  1453. m_ags = NULL;
  1454. }
  1455. bx::dlclose(m_agsDll);
  1456. m_agsDll = NULL;
  1457. unloadRenderDoc(m_renderDocDll);
  1458. break;
  1459. }
  1460. return false;
  1461. }
  1462. void shutdown()
  1463. {
  1464. preReset();
  1465. if (NULL != m_ags)
  1466. {
  1467. agsDeInit(m_ags);
  1468. m_ags = NULL;
  1469. }
  1470. bx::dlclose(m_agsDll);
  1471. m_agsDll = NULL;
  1472. m_deviceCtx->ClearState();
  1473. invalidateCache();
  1474. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1475. {
  1476. m_frameBuffers[ii].destroy();
  1477. }
  1478. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  1479. {
  1480. m_indexBuffers[ii].destroy();
  1481. }
  1482. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  1483. {
  1484. m_vertexBuffers[ii].destroy();
  1485. }
  1486. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  1487. {
  1488. m_shaders[ii].destroy();
  1489. }
  1490. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  1491. {
  1492. m_textures[ii].destroy();
  1493. }
  1494. DX_RELEASE(m_annotation, 1);
  1495. DX_RELEASE_W(m_infoQueue, 0);
  1496. DX_RELEASE(m_msaaRt, 0);
  1497. #if BX_PLATFORM_WINRT
  1498. // Remove swap chain from SwapChainPanel (nwh) if applicable
  1499. m_dxgi.removeSwapChain(m_scd);
  1500. #endif
  1501. DX_RELEASE(m_swapChain, 0);
  1502. DX_RELEASE(m_deviceCtx, 0);
  1503. DX_RELEASE(m_device, 0);
  1504. m_nvapi.shutdown();
  1505. m_dxgi.shutdown();
  1506. unloadRenderDoc(m_renderDocDll);
  1507. #if USE_D3D11_DYNAMIC_LIB
  1508. if (NULL != m_d3d9Dll)
  1509. {
  1510. bx::dlclose(m_d3d9Dll);
  1511. m_d3d9Dll = NULL;
  1512. }
  1513. bx::dlclose(m_d3d11Dll);
  1514. m_d3d11Dll = NULL;
  1515. #endif // USE_D3D11_DYNAMIC_LIB
  1516. }
  1517. RendererType::Enum getRendererType() const override
  1518. {
  1519. return RendererType::Direct3D11;
  1520. }
  1521. const char* getRendererName() const override
  1522. {
  1523. return BGFX_RENDERER_DIRECT3D11_NAME;
  1524. }
  1525. void createIndexBuffer(IndexBufferHandle _handle, const Memory* _mem, uint16_t _flags) override
  1526. {
  1527. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags);
  1528. }
  1529. void destroyIndexBuffer(IndexBufferHandle _handle) override
  1530. {
  1531. m_indexBuffers[_handle.idx].destroy();
  1532. }
  1533. void createVertexLayout(VertexLayoutHandle _handle, const VertexLayout& _layout) override
  1534. {
  1535. VertexLayout& layout = m_vertexLayouts[_handle.idx];
  1536. bx::memCopy(&layout, &_layout, sizeof(VertexLayout) );
  1537. dump(layout);
  1538. }
  1539. void destroyVertexLayout(VertexLayoutHandle /*_handle*/) override
  1540. {
  1541. }
  1542. void createVertexBuffer(VertexBufferHandle _handle, const Memory* _mem, VertexLayoutHandle _layoutHandle, uint16_t _flags) override
  1543. {
  1544. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _layoutHandle, _flags);
  1545. }
  1546. void destroyVertexBuffer(VertexBufferHandle _handle) override
  1547. {
  1548. m_vertexBuffers[_handle.idx].destroy();
  1549. }
  1550. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint16_t _flags) override
  1551. {
  1552. m_indexBuffers[_handle.idx].create(_size, NULL, _flags);
  1553. }
  1554. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, const Memory* _mem) override
  1555. {
  1556. m_indexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1557. }
  1558. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) override
  1559. {
  1560. m_indexBuffers[_handle.idx].destroy();
  1561. }
  1562. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint16_t _flags) override
  1563. {
  1564. VertexLayoutHandle layoutHandle = BGFX_INVALID_HANDLE;
  1565. m_vertexBuffers[_handle.idx].create(_size, NULL, layoutHandle, _flags);
  1566. }
  1567. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, const Memory* _mem) override
  1568. {
  1569. m_vertexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1570. }
  1571. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) override
  1572. {
  1573. m_vertexBuffers[_handle.idx].destroy();
  1574. }
  1575. void createShader(ShaderHandle _handle, const Memory* _mem) override
  1576. {
  1577. m_shaders[_handle.idx].create(_mem);
  1578. }
  1579. void destroyShader(ShaderHandle _handle) override
  1580. {
  1581. m_shaders[_handle.idx].destroy();
  1582. }
  1583. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) override
  1584. {
  1585. m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
  1586. }
  1587. void destroyProgram(ProgramHandle _handle) override
  1588. {
  1589. m_program[_handle.idx].destroy();
  1590. }
  1591. void* createTexture(TextureHandle _handle, const Memory* _mem, uint64_t _flags, uint8_t _skip) override
  1592. {
  1593. return m_textures[_handle.idx].create(_mem, _flags, _skip);
  1594. }
  1595. void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) override
  1596. {
  1597. }
  1598. void updateTexture(TextureHandle _handle, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem) override
  1599. {
  1600. m_textures[_handle.idx].update(_side, _mip, _rect, _z, _depth, _pitch, _mem);
  1601. }
  1602. void updateTextureEnd() override
  1603. {
  1604. }
  1605. void readTexture(TextureHandle _handle, void* _data, uint8_t _mip) override
  1606. {
  1607. const TextureD3D11& texture = m_textures[_handle.idx];
  1608. D3D11_MAPPED_SUBRESOURCE mapped;
  1609. DX_CHECK(m_deviceCtx->Map(texture.m_ptr, _mip, D3D11_MAP_READ, 0, &mapped) );
  1610. uint32_t srcWidth = bx::uint32_max(1, texture.m_width >>_mip);
  1611. uint32_t srcHeight = bx::uint32_max(1, texture.m_height>>_mip);
  1612. uint8_t* src = (uint8_t*)mapped.pData;
  1613. uint32_t srcPitch = mapped.RowPitch;
  1614. const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(texture.m_textureFormat) );
  1615. uint8_t* dst = (uint8_t*)_data;
  1616. uint32_t dstPitch = srcWidth*bpp/8;
  1617. uint32_t pitch = bx::uint32_min(srcPitch, dstPitch);
  1618. for (uint32_t yy = 0, height = srcHeight; yy < height; ++yy)
  1619. {
  1620. bx::memCopy(dst, src, pitch);
  1621. src += srcPitch;
  1622. dst += dstPitch;
  1623. }
  1624. m_deviceCtx->Unmap(texture.m_ptr, _mip);
  1625. }
  1626. void resizeTexture(TextureHandle _handle, uint16_t _width, uint16_t _height, uint8_t _numMips, uint16_t _numLayers) override
  1627. {
  1628. TextureD3D11& texture = m_textures[_handle.idx];
  1629. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  1630. const Memory* mem = alloc(size);
  1631. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  1632. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  1633. bx::write(&writer, magic, bx::ErrorAssert{});
  1634. TextureCreate tc;
  1635. tc.m_width = _width;
  1636. tc.m_height = _height;
  1637. tc.m_depth = 0;
  1638. tc.m_numLayers = _numLayers;
  1639. tc.m_numMips = _numMips;
  1640. tc.m_format = TextureFormat::Enum(texture.m_requestedFormat);
  1641. tc.m_cubeMap = false;
  1642. tc.m_mem = NULL;
  1643. bx::write(&writer, tc, bx::ErrorAssert{});
  1644. texture.destroy();
  1645. texture.create(mem, texture.m_flags, 0);
  1646. release(mem);
  1647. }
  1648. void overrideInternal(TextureHandle _handle, uintptr_t _ptr) override
  1649. {
  1650. // Resource ref. counts might be messed up outside of bgfx.
  1651. // Disabling ref. count check once texture is overridden.
  1652. setGraphicsDebuggerPresent(true);
  1653. m_textures[_handle.idx].overrideInternal(_ptr);
  1654. }
  1655. uintptr_t getInternal(TextureHandle _handle) override
  1656. {
  1657. // Resource ref. counts might be messed up outside of bgfx.
  1658. // Disabling ref. count check once texture is overridden.
  1659. setGraphicsDebuggerPresent(true);
  1660. return uintptr_t(m_textures[_handle.idx].m_ptr);
  1661. }
  1662. void destroyTexture(TextureHandle _handle) override
  1663. {
  1664. m_textures[_handle.idx].destroy();
  1665. }
  1666. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const Attachment* _attachment) override
  1667. {
  1668. m_frameBuffers[_handle.idx].create(_num, _attachment);
  1669. }
  1670. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _format, TextureFormat::Enum _depthFormat) override
  1671. {
  1672. for (uint32_t ii = 0, num = m_numWindows; ii < num; ++ii)
  1673. {
  1674. FrameBufferHandle handle = m_windows[ii];
  1675. if (isValid(handle)
  1676. && m_frameBuffers[handle.idx].m_nwh == _nwh)
  1677. {
  1678. destroyFrameBuffer(handle);
  1679. }
  1680. }
  1681. uint16_t denseIdx = m_numWindows++;
  1682. m_windows[denseIdx] = _handle;
  1683. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _format, _depthFormat);
  1684. }
  1685. void destroyFrameBuffer(FrameBufferHandle _handle) override
  1686. {
  1687. uint16_t denseIdx = m_frameBuffers[_handle.idx].destroy();
  1688. if (UINT16_MAX != denseIdx)
  1689. {
  1690. --m_numWindows;
  1691. if (m_numWindows > 1)
  1692. {
  1693. FrameBufferHandle handle = m_windows[m_numWindows];
  1694. m_windows[m_numWindows] = {kInvalidHandle};
  1695. if (m_numWindows != denseIdx)
  1696. {
  1697. m_windows[denseIdx] = handle;
  1698. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  1699. }
  1700. }
  1701. }
  1702. }
  1703. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) override
  1704. {
  1705. if (NULL != m_uniforms[_handle.idx])
  1706. {
  1707. bx::free(g_allocator, m_uniforms[_handle.idx]);
  1708. }
  1709. const uint32_t size = bx::alignUp(g_uniformTypeSize[_type]*_num, 16);
  1710. void* data = bx::alloc(g_allocator, size);
  1711. bx::memSet(data, 0, size);
  1712. m_uniforms[_handle.idx] = data;
  1713. m_uniformReg.add(_handle, _name);
  1714. }
  1715. void destroyUniform(UniformHandle _handle) override
  1716. {
  1717. bx::free(g_allocator, m_uniforms[_handle.idx]);
  1718. m_uniforms[_handle.idx] = NULL;
  1719. m_uniformReg.remove(_handle);
  1720. }
  1721. void requestScreenShot(FrameBufferHandle _handle, const char* _filePath) override
  1722. {
  1723. IDXGISwapChain* swapChain = isValid(_handle)
  1724. ? m_frameBuffers[_handle.idx].m_swapChain
  1725. : m_swapChain
  1726. ;
  1727. if (NULL == swapChain)
  1728. {
  1729. BX_TRACE("Unable to capture screenshot %s.", _filePath);
  1730. return;
  1731. }
  1732. ID3D11Texture2D* backBuffer;
  1733. DX_CHECK(swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
  1734. D3D11_TEXTURE2D_DESC backBufferDesc;
  1735. backBuffer->GetDesc(&backBufferDesc);
  1736. D3D11_TEXTURE2D_DESC desc;
  1737. bx::memCopy(&desc, &backBufferDesc, sizeof(desc) );
  1738. desc.SampleDesc.Count = 1;
  1739. desc.SampleDesc.Quality = 0;
  1740. desc.Usage = D3D11_USAGE_STAGING;
  1741. desc.BindFlags = 0;
  1742. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  1743. ID3D11Texture2D* texture;
  1744. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &texture);
  1745. if (SUCCEEDED(hr) )
  1746. {
  1747. if (backBufferDesc.SampleDesc.Count == 1)
  1748. {
  1749. m_deviceCtx->CopyResource(texture, backBuffer);
  1750. }
  1751. else
  1752. {
  1753. desc.Usage = D3D11_USAGE_DEFAULT;
  1754. desc.CPUAccessFlags = 0;
  1755. ID3D11Texture2D* resolve;
  1756. hr = m_device->CreateTexture2D(&desc, NULL, &resolve);
  1757. if (SUCCEEDED(hr) )
  1758. {
  1759. m_deviceCtx->ResolveSubresource(resolve, 0, backBuffer, 0, desc.Format);
  1760. m_deviceCtx->CopyResource(texture, resolve);
  1761. DX_RELEASE(resolve, 0);
  1762. }
  1763. }
  1764. D3D11_MAPPED_SUBRESOURCE mapped;
  1765. DX_CHECK(m_deviceCtx->Map(texture, 0, D3D11_MAP_READ, 0, &mapped) );
  1766. bimg::imageSwizzleBgra8(
  1767. mapped.pData
  1768. , mapped.RowPitch
  1769. , backBufferDesc.Width
  1770. , backBufferDesc.Height
  1771. , mapped.pData
  1772. , mapped.RowPitch
  1773. );
  1774. g_callback->screenShot(_filePath
  1775. , backBufferDesc.Width
  1776. , backBufferDesc.Height
  1777. , mapped.RowPitch
  1778. , mapped.pData
  1779. , backBufferDesc.Height*mapped.RowPitch
  1780. , false
  1781. );
  1782. m_deviceCtx->Unmap(texture, 0);
  1783. DX_RELEASE(texture, 0);
  1784. }
  1785. DX_RELEASE(backBuffer, 0);
  1786. }
  1787. void updateViewName(ViewId _id, const char* _name) override
  1788. {
  1789. if (BX_ENABLED(BGFX_CONFIG_DEBUG_ANNOTATION) )
  1790. {
  1791. mbstowcs(&s_viewNameW[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1792. , _name
  1793. , BX_COUNTOF(s_viewNameW[0])-BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1794. );
  1795. }
  1796. bx::strCopy(&s_viewName[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1797. , BX_COUNTOF(s_viewName[0]) - BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1798. , _name
  1799. );
  1800. }
  1801. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) override
  1802. {
  1803. bx::memCopy(m_uniforms[_loc], _data, _size);
  1804. }
  1805. void invalidateOcclusionQuery(OcclusionQueryHandle _handle) override
  1806. {
  1807. m_occlusionQuery.invalidate(_handle);
  1808. }
  1809. void setMarker(const char* _marker, uint16_t _len) override
  1810. {
  1811. if (BX_ENABLED(BGFX_CONFIG_DEBUG_ANNOTATION) )
  1812. {
  1813. uint32_t size = _len*sizeof(wchar_t);
  1814. wchar_t* name = (wchar_t*)alloca(size+2);
  1815. name[_len] = L'\0';
  1816. mbstowcs(name, _marker, _len);
  1817. PIX_SETMARKER(kColorMarker, name);
  1818. }
  1819. }
  1820. virtual void setName(Handle _handle, const char* _name, uint16_t _len) override
  1821. {
  1822. switch (_handle.type)
  1823. {
  1824. case Handle::IndexBuffer:
  1825. setDebugObjectName(m_indexBuffers[_handle.idx].m_ptr, "%.*s", _len, _name);
  1826. break;
  1827. case Handle::Shader:
  1828. setDebugObjectName(m_shaders[_handle.idx].m_ptr, "%.*s", _len, _name);
  1829. break;
  1830. case Handle::Texture:
  1831. setDebugObjectName(m_textures[_handle.idx].m_ptr, "%.*s", _len, _name);
  1832. break;
  1833. case Handle::VertexBuffer:
  1834. setDebugObjectName(m_vertexBuffers[_handle.idx].m_ptr, "%.*s", _len, _name);
  1835. break;
  1836. default:
  1837. BX_ASSERT(false, "Invalid handle type?! %d", _handle.type);
  1838. break;
  1839. }
  1840. }
  1841. void submitBlit(BlitState& _bs, uint16_t _view);
  1842. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) override;
  1843. void blitSetup(TextVideoMemBlitter& _blitter) override
  1844. {
  1845. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  1846. const uint32_t width = m_scd.width;
  1847. const uint32_t height = m_scd.height;
  1848. setFrameBuffer(BGFX_INVALID_HANDLE, false, false);
  1849. D3D11_VIEWPORT vp;
  1850. vp.TopLeftX = 0;
  1851. vp.TopLeftY = 0;
  1852. vp.Width = (float)width;
  1853. vp.Height = (float)height;
  1854. vp.MinDepth = 0.0f;
  1855. vp.MaxDepth = 1.0f;
  1856. deviceCtx->RSSetViewports(1, &vp);
  1857. uint64_t state = BGFX_STATE_WRITE_RGB
  1858. | BGFX_STATE_WRITE_A
  1859. | BGFX_STATE_DEPTH_TEST_ALWAYS
  1860. ;
  1861. setBlendState(state);
  1862. setDepthStencilState(state);
  1863. setRasterizerState(state);
  1864. ProgramD3D11& program = m_program[_blitter.m_program.idx];
  1865. m_currentProgram = &program;
  1866. deviceCtx->VSSetShader(program.m_vsh->m_vertexShader, NULL, 0);
  1867. deviceCtx->VSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  1868. deviceCtx->PSSetShader(program.m_fsh->m_pixelShader, NULL, 0);
  1869. deviceCtx->PSSetConstantBuffers(0, 1, &program.m_fsh->m_buffer);
  1870. VertexBufferD3D11& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  1871. VertexLayout& layout = m_vertexLayouts[_blitter.m_vb->layoutHandle.idx];
  1872. uint32_t stride = layout.m_stride;
  1873. uint32_t offset = 0;
  1874. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  1875. setInputLayout(layout, program, 0);
  1876. IndexBufferD3D11& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  1877. deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
  1878. float proj[16];
  1879. bx::mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f, 0.0f, false);
  1880. PredefinedUniform& predefined = program.m_predefined[0];
  1881. uint8_t flags = predefined.m_type;
  1882. setShaderUniform(flags, predefined.m_loc, proj, 4);
  1883. commitShaderConstants();
  1884. m_textures[_blitter.m_texture.idx].commit(0, BGFX_SAMPLER_INTERNAL_DEFAULT, NULL);
  1885. commitTextureStage();
  1886. }
  1887. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) override
  1888. {
  1889. const uint32_t numVertices = _numIndices*4/6;
  1890. if (0 < numVertices)
  1891. {
  1892. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  1893. m_indexBuffers [_blitter.m_ib->handle.idx].update(0, _numIndices*2, _blitter.m_ib->data, true);
  1894. m_vertexBuffers[_blitter.m_vb->handle.idx].update(0, numVertices*_blitter.m_layout.m_stride, _blitter.m_vb->data, true);
  1895. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1896. deviceCtx->DrawIndexed(_numIndices, 0, 0);
  1897. }
  1898. }
  1899. void preReset()
  1900. {
  1901. m_needPresent = false;
  1902. if (m_timerQuerySupport)
  1903. {
  1904. m_gpuTimer.preReset();
  1905. }
  1906. m_occlusionQuery.preReset();
  1907. if (NULL == g_platformData.backBufferDS)
  1908. {
  1909. DX_RELEASE(m_backBufferDepthStencil, 0);
  1910. }
  1911. if (NULL != m_swapChain)
  1912. {
  1913. DX_RELEASE(m_backBufferColor, 0);
  1914. }
  1915. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1916. {
  1917. m_frameBuffers[ii].preReset();
  1918. }
  1919. // invalidateCache();
  1920. capturePreReset();
  1921. }
  1922. void postReset()
  1923. {
  1924. if (NULL != m_swapChain)
  1925. {
  1926. ID3D11Texture2D* backBufferColor = NULL;
  1927. if (NULL == m_msaaRt)
  1928. {
  1929. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBufferColor) );
  1930. }
  1931. D3D11_RENDER_TARGET_VIEW_DESC desc;
  1932. desc.ViewDimension = (m_resolution.reset & BGFX_RESET_MSAA_MASK)
  1933. ? D3D11_RTV_DIMENSION_TEXTURE2DMS
  1934. : D3D11_RTV_DIMENSION_TEXTURE2D
  1935. ;
  1936. desc.Texture2D.MipSlice = 0;
  1937. /* go find the srgb version of this format to make a render target view
  1938. * with the srgb version. this is OK because of this:
  1939. * https://docs.microsoft.com/en-us/windows/win32/direct3ddxgi/converting-data-color-space
  1940. */
  1941. desc.Format = (m_resolution.reset & BGFX_RESET_SRGB_BACKBUFFER) ? s_textureFormat[m_resolution.format].m_fmtSrgb : s_textureFormat[m_resolution.format].m_fmt;
  1942. DX_CHECK(m_device->CreateRenderTargetView(NULL == m_msaaRt ? backBufferColor : m_msaaRt, &desc, &m_backBufferColor) );
  1943. DX_RELEASE(backBufferColor, 0);
  1944. }
  1945. if (m_timerQuerySupport)
  1946. {
  1947. m_gpuTimer.postReset();
  1948. }
  1949. m_occlusionQuery.postReset();
  1950. if (NULL == m_backBufferDepthStencil)
  1951. {
  1952. D3D11_TEXTURE2D_DESC dsd;
  1953. dsd.Width = bx::uint32_max(m_scd.width, 1);
  1954. dsd.Height = bx::uint32_max(m_scd.height, 1);
  1955. dsd.MipLevels = 1;
  1956. dsd.ArraySize = 1;
  1957. dsd.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1958. dsd.SampleDesc = m_scd.sampleDesc;
  1959. dsd.Usage = D3D11_USAGE_DEFAULT;
  1960. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  1961. dsd.CPUAccessFlags = 0;
  1962. dsd.MiscFlags = 0;
  1963. ID3D11Texture2D* depthStencil;
  1964. DX_CHECK(m_device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  1965. DX_CHECK(m_device->CreateDepthStencilView(depthStencil, NULL, &m_backBufferDepthStencil) );
  1966. DX_RELEASE(depthStencil, 0);
  1967. }
  1968. m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
  1969. m_currentColor = m_backBufferColor;
  1970. m_currentDepthStencil = m_backBufferDepthStencil;
  1971. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1972. {
  1973. m_frameBuffers[ii].postReset();
  1974. }
  1975. capturePostReset();
  1976. }
  1977. bool isDeviceRemoved() override
  1978. {
  1979. return m_lost;
  1980. }
  1981. void flip() override
  1982. {
  1983. if (!m_lost)
  1984. {
  1985. HRESULT hr = S_OK;
  1986. uint32_t syncInterval = BX_ENABLED(!BX_PLATFORM_WINDOWS)
  1987. ? 1 // sync interval of 0 is not supported on WinRT
  1988. : !!(m_resolution.reset & BGFX_RESET_VSYNC)
  1989. ;
  1990. for (uint32_t ii = 1, num = m_numWindows; ii < num && SUCCEEDED(hr); ++ii)
  1991. {
  1992. hr = m_frameBuffers[m_windows[ii].idx].present(syncInterval);
  1993. }
  1994. if (SUCCEEDED(hr) )
  1995. {
  1996. if (NULL != m_swapChain
  1997. && m_needPresent)
  1998. {
  1999. uint32_t presentFlags = 0;
  2000. if (!syncInterval
  2001. && m_dxgi.tearingSupported() )
  2002. {
  2003. presentFlags |= DXGI_PRESENT_ALLOW_TEARING;
  2004. }
  2005. hr = m_swapChain->Present(syncInterval, presentFlags);
  2006. m_needPresent = false;
  2007. }
  2008. else
  2009. {
  2010. m_deviceCtx->Flush();
  2011. }
  2012. }
  2013. m_lost = isLost(hr);
  2014. BGFX_FATAL(
  2015. !m_lost
  2016. , bgfx::Fatal::DeviceLost
  2017. , "Device is lost. FAILED HRESULT(%x) %s (%s)"
  2018. , hr
  2019. , getLostReason(hr)
  2020. , DXGI_ERROR_DEVICE_REMOVED == hr ? getLostReason(m_device->GetDeviceRemovedReason() ) : "no info"
  2021. );
  2022. }
  2023. }
  2024. void invalidateCache()
  2025. {
  2026. m_inputLayoutCache.invalidate();
  2027. m_blendStateCache.invalidate();
  2028. m_depthStencilStateCache.invalidate();
  2029. m_rasterizerStateCache.invalidate();
  2030. m_samplerStateCache.invalidate();
  2031. m_srvUavLru.invalidate();
  2032. }
  2033. void invalidateCompute()
  2034. {
  2035. const uint32_t maxComputeBindings = g_caps.limits.maxComputeBindings;
  2036. const uint32_t maxTextureSamplers = g_caps.limits.maxTextureSamplers;
  2037. m_deviceCtx->CSSetShader(NULL, NULL, 0);
  2038. m_deviceCtx->CSSetUnorderedAccessViews(0, maxComputeBindings, s_zero.m_uav, NULL);
  2039. m_deviceCtx->CSSetShaderResources(0, maxTextureSamplers, s_zero.m_srv);
  2040. m_deviceCtx->CSSetSamplers(0, maxTextureSamplers, s_zero.m_sampler);
  2041. }
  2042. void updateMsaa(DXGI_FORMAT _format) const
  2043. {
  2044. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
  2045. {
  2046. uint32_t msaa = s_checkMsaa[ii];
  2047. uint32_t quality = 0;
  2048. HRESULT hr = m_device->CheckMultisampleQualityLevels(_format, msaa, &quality);
  2049. if (SUCCEEDED(hr)
  2050. && 0 < quality)
  2051. {
  2052. s_msaa[ii].Count = msaa;
  2053. s_msaa[ii].Quality = quality - 1;
  2054. last = ii;
  2055. }
  2056. else
  2057. {
  2058. s_msaa[ii] = s_msaa[last];
  2059. }
  2060. }
  2061. }
  2062. void updateNativeWindow()
  2063. {
  2064. #if BX_PLATFORM_WINRT
  2065. // SwapChainPanels can be dynamically updated
  2066. if (m_scd.ndt == reinterpret_cast<void*>(2)
  2067. && (m_scd.nwh != g_platformData.nwh || m_scd.ndt != g_platformData.ndt))
  2068. {
  2069. // Remove swap chain from SwapChainPanel (nwh) if applicable
  2070. m_dxgi.removeSwapChain(m_scd);
  2071. // Update nwh after removing swap chain
  2072. m_scd.nwh = g_platformData.nwh;
  2073. m_scd.ndt = g_platformData.ndt;
  2074. }
  2075. #endif
  2076. }
  2077. bool updateResolution(const Resolution& _resolution)
  2078. {
  2079. const bool suspended = !!( _resolution.reset & BGFX_RESET_SUSPEND);
  2080. const bool wasSuspended = !!(m_resolution.reset & BGFX_RESET_SUSPEND);
  2081. if (suspended && wasSuspended)
  2082. {
  2083. return true;
  2084. }
  2085. else if (suspended)
  2086. {
  2087. m_deviceCtx->Flush();
  2088. m_deviceCtx->ClearState();
  2089. m_dxgi.trim();
  2090. suspend(m_device);
  2091. m_resolution.reset |= BGFX_RESET_SUSPEND;
  2092. return true;
  2093. }
  2094. else if (wasSuspended)
  2095. {
  2096. resume(m_device);
  2097. m_resolution.reset &= ~BGFX_RESET_SUSPEND;
  2098. }
  2099. uint32_t maxAnisotropy = 1;
  2100. if (!!(_resolution.reset & BGFX_RESET_MAXANISOTROPY) )
  2101. {
  2102. maxAnisotropy = (m_featureLevel == D3D_FEATURE_LEVEL_9_1)
  2103. ? D3D_FL9_1_DEFAULT_MAX_ANISOTROPY
  2104. : D3D11_REQ_MAXANISOTROPY
  2105. ;
  2106. }
  2107. if (m_maxAnisotropy != maxAnisotropy)
  2108. {
  2109. m_maxAnisotropy = maxAnisotropy;
  2110. m_samplerStateCache.invalidate();
  2111. }
  2112. bool depthClamp = true
  2113. && !!(_resolution.reset & BGFX_RESET_DEPTH_CLAMP)
  2114. && m_featureLevel > D3D_FEATURE_LEVEL_9_3 // disabling depth clamp is only supported on 10_0+
  2115. ;
  2116. if (m_depthClamp != depthClamp)
  2117. {
  2118. m_depthClamp = depthClamp;
  2119. m_rasterizerStateCache.invalidate();
  2120. }
  2121. const uint32_t maskFlags = ~(0
  2122. | BGFX_RESET_MAXANISOTROPY
  2123. | BGFX_RESET_DEPTH_CLAMP
  2124. | BGFX_RESET_SUSPEND
  2125. );
  2126. if (m_resolution.width != _resolution.width
  2127. || m_resolution.height != _resolution.height
  2128. || m_resolution.format != _resolution.format
  2129. || (m_resolution.reset&maskFlags) != (_resolution.reset&maskFlags) )
  2130. {
  2131. uint32_t flags = _resolution.reset & (~BGFX_RESET_INTERNAL_FORCE);
  2132. bool resize = true
  2133. && !BX_ENABLED(BX_PLATFORM_XBOXONE)
  2134. && (m_resolution.reset&BGFX_RESET_MSAA_MASK) == (flags&BGFX_RESET_MSAA_MASK)
  2135. ;
  2136. m_resolution = _resolution;
  2137. m_resolution.reset = flags;
  2138. m_textVideoMem.resize(false, _resolution.width, _resolution.height);
  2139. m_textVideoMem.clear();
  2140. m_scd.width = _resolution.width;
  2141. m_scd.height = _resolution.height;
  2142. // see comment in init() about why we don't worry about BGFX_RESET_SRGB_BACKBUFFER here
  2143. m_scd.format = s_textureFormat[_resolution.format].m_fmt
  2144. ;
  2145. preReset();
  2146. m_deviceCtx->Flush();
  2147. m_deviceCtx->ClearState();
  2148. if (NULL == m_swapChain)
  2149. {
  2150. // Updated backbuffer if it changed in PlatformData.
  2151. m_backBufferColor = (ID3D11RenderTargetView*)g_platformData.backBuffer;
  2152. m_backBufferDepthStencil = (ID3D11DepthStencilView*)g_platformData.backBufferDS;
  2153. }
  2154. else
  2155. {
  2156. DX_RELEASE(m_msaaRt, 0);
  2157. if (resize)
  2158. {
  2159. m_deviceCtx->OMSetRenderTargets(1, s_zero.m_rtv, NULL);
  2160. DX_CHECK(m_dxgi.resizeBuffers(m_swapChain, m_scd) );
  2161. }
  2162. else
  2163. {
  2164. updateMsaa(m_scd.format);
  2165. m_scd.sampleDesc = s_msaa[(m_resolution.reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  2166. #if BX_PLATFORM_WINRT
  2167. // Remove swap chain from SwapChainPanel (nwh) if applicable
  2168. m_dxgi.removeSwapChain(m_scd);
  2169. #endif
  2170. DX_RELEASE(m_swapChain, 0);
  2171. HRESULT hr = m_dxgi.createSwapChain(m_device
  2172. , m_scd
  2173. , &m_swapChain
  2174. );
  2175. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  2176. }
  2177. if (1 < m_scd.sampleDesc.Count)
  2178. {
  2179. D3D11_TEXTURE2D_DESC desc;
  2180. desc.Width = m_scd.width;
  2181. desc.Height = m_scd.height;
  2182. desc.MipLevels = 1;
  2183. desc.ArraySize = 1;
  2184. desc.Format = (m_resolution.reset & BGFX_RESET_SRGB_BACKBUFFER) ? s_textureFormat[m_resolution.format].m_fmtSrgb : s_textureFormat[m_resolution.format].m_fmt;
  2185. desc.SampleDesc = m_scd.sampleDesc;
  2186. desc.Usage = D3D11_USAGE_DEFAULT;
  2187. desc.BindFlags = D3D11_BIND_RENDER_TARGET;
  2188. desc.CPUAccessFlags = 0;
  2189. desc.MiscFlags = 0;
  2190. DX_CHECK(m_device->CreateTexture2D(&desc, NULL, &m_msaaRt) );
  2191. }
  2192. }
  2193. postReset();
  2194. }
  2195. return false;
  2196. }
  2197. void setShaderUniform(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  2198. {
  2199. if (_flags&kUniformFragmentBit)
  2200. {
  2201. bx::memCopy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  2202. m_fsChanges += _numRegs;
  2203. }
  2204. else
  2205. {
  2206. bx::memCopy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  2207. m_vsChanges += _numRegs;
  2208. }
  2209. }
  2210. void setShaderUniform4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  2211. {
  2212. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  2213. }
  2214. void setShaderUniform4x4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  2215. {
  2216. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  2217. }
  2218. void commitShaderConstants()
  2219. {
  2220. if (0 < m_vsChanges)
  2221. {
  2222. if (NULL != m_currentProgram->m_vsh->m_buffer)
  2223. {
  2224. m_deviceCtx->UpdateSubresource(m_currentProgram->m_vsh->m_buffer, 0, 0, m_vsScratch, 0, 0);
  2225. }
  2226. m_vsChanges = 0;
  2227. }
  2228. if (0 < m_fsChanges)
  2229. {
  2230. if (NULL != m_currentProgram->m_fsh->m_buffer)
  2231. {
  2232. m_deviceCtx->UpdateSubresource(m_currentProgram->m_fsh->m_buffer, 0, 0, m_fsScratch, 0, 0);
  2233. }
  2234. m_fsChanges = 0;
  2235. }
  2236. }
  2237. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true, bool _needPresent = true)
  2238. {
  2239. if (isValid(m_fbh)
  2240. && m_fbh.idx != _fbh.idx
  2241. && m_rtMsaa)
  2242. {
  2243. FrameBufferD3D11& frameBuffer = m_frameBuffers[m_fbh.idx];
  2244. frameBuffer.resolve();
  2245. }
  2246. if (!isValid(_fbh) )
  2247. {
  2248. m_currentColor = m_backBufferColor;
  2249. m_currentDepthStencil = m_backBufferDepthStencil;
  2250. m_deviceCtx->OMSetRenderTargetsAndUnorderedAccessViews(
  2251. 1
  2252. , &m_currentColor
  2253. , m_currentDepthStencil
  2254. , 1
  2255. , 0
  2256. , NULL
  2257. , NULL
  2258. );
  2259. m_needPresent |= _needPresent;
  2260. }
  2261. else
  2262. {
  2263. invalidateTextureStage();
  2264. FrameBufferD3D11& frameBuffer = m_frameBuffers[_fbh.idx];
  2265. frameBuffer.set();
  2266. }
  2267. m_fbh = _fbh;
  2268. m_rtMsaa = _msaa;
  2269. }
  2270. void clear(const Clear& _clear, const float _palette[][4])
  2271. {
  2272. if (isValid(m_fbh) )
  2273. {
  2274. FrameBufferD3D11& frameBuffer = m_frameBuffers[m_fbh.idx];
  2275. frameBuffer.clear(_clear, _palette);
  2276. }
  2277. else
  2278. {
  2279. if (NULL != m_currentColor
  2280. && BGFX_CLEAR_COLOR & _clear.m_flags)
  2281. {
  2282. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2283. {
  2284. uint8_t index = _clear.m_index[0];
  2285. if (UINT8_MAX != index)
  2286. {
  2287. m_deviceCtx->ClearRenderTargetView(m_currentColor, _palette[index]);
  2288. }
  2289. }
  2290. else
  2291. {
  2292. float frgba[4] =
  2293. {
  2294. _clear.m_index[0]*1.0f/255.0f,
  2295. _clear.m_index[1]*1.0f/255.0f,
  2296. _clear.m_index[2]*1.0f/255.0f,
  2297. _clear.m_index[3]*1.0f/255.0f,
  2298. };
  2299. m_deviceCtx->ClearRenderTargetView(m_currentColor, frgba);
  2300. }
  2301. }
  2302. if (NULL != m_currentDepthStencil
  2303. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  2304. {
  2305. DWORD flags = 0;
  2306. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D11_CLEAR_DEPTH : 0;
  2307. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D11_CLEAR_STENCIL : 0;
  2308. m_deviceCtx->ClearDepthStencilView(m_currentDepthStencil, flags, _clear.m_depth, _clear.m_stencil);
  2309. }
  2310. }
  2311. }
  2312. void setInputLayout(uint8_t _numStreams, const VertexLayout** _layouts, const ProgramD3D11& _program, uint16_t _numInstanceData)
  2313. {
  2314. bx::HashMurmur2A murmur;
  2315. murmur.begin();
  2316. murmur.add(_numInstanceData);
  2317. for (uint8_t stream = 0; stream < _numStreams; ++stream)
  2318. {
  2319. murmur.add(_layouts[stream]->m_hash);
  2320. }
  2321. uint64_t layoutHash = (uint64_t(_program.m_vsh->m_hash)<<32) | murmur.end();
  2322. ID3D11InputLayout* inputLayout = m_inputLayoutCache.find(layoutHash);
  2323. if (NULL == inputLayout)
  2324. {
  2325. D3D11_INPUT_ELEMENT_DESC vertexElements[Attrib::Count+1+BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  2326. D3D11_INPUT_ELEMENT_DESC* elem = vertexElements;
  2327. uint16_t attrMask[Attrib::Count];
  2328. bx::memCopy(attrMask, _program.m_vsh->m_attrMask, sizeof(attrMask) );
  2329. for (uint8_t stream = 0; stream < _numStreams; ++stream)
  2330. {
  2331. VertexLayout layout;
  2332. bx::memCopy(&layout, _layouts[stream], sizeof(VertexLayout) );
  2333. const bool last = stream == _numStreams-1;
  2334. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  2335. {
  2336. uint16_t mask = attrMask[ii];
  2337. uint16_t attr = (layout.m_attributes[ii] & mask);
  2338. if (0 == attr
  2339. || UINT16_MAX == attr)
  2340. {
  2341. layout.m_attributes[ii] = last ? ~attr : UINT16_MAX;
  2342. }
  2343. else
  2344. {
  2345. attrMask[ii] = 0;
  2346. }
  2347. }
  2348. elem = fillVertexLayout(stream, elem, layout);
  2349. }
  2350. uint32_t num = uint32_t(elem-vertexElements);
  2351. const D3D11_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1 };
  2352. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  2353. {
  2354. uint32_t index = 7-ii; // TEXCOORD7 = i_data0, TEXCOORD6 = i_data1, etc.
  2355. uint32_t jj;
  2356. D3D11_INPUT_ELEMENT_DESC* curr = vertexElements;
  2357. for (jj = 0; jj < num; ++jj)
  2358. {
  2359. curr = &vertexElements[jj];
  2360. if (0 == bx::strCmp(curr->SemanticName, "TEXCOORD")
  2361. && curr->SemanticIndex == index)
  2362. {
  2363. break;
  2364. }
  2365. }
  2366. if (jj == num)
  2367. {
  2368. curr = elem;
  2369. ++elem;
  2370. }
  2371. bx::memCopy(curr, &inst, sizeof(D3D11_INPUT_ELEMENT_DESC) );
  2372. curr->InputSlot = _numStreams;
  2373. curr->SemanticIndex = index;
  2374. curr->AlignedByteOffset = ii*16;
  2375. }
  2376. num = uint32_t(elem-vertexElements);
  2377. DX_CHECK(m_device->CreateInputLayout(vertexElements
  2378. , num
  2379. , _program.m_vsh->m_code->data
  2380. , _program.m_vsh->m_code->size
  2381. , &inputLayout
  2382. ) );
  2383. m_inputLayoutCache.add(layoutHash, inputLayout);
  2384. }
  2385. m_deviceCtx->IASetInputLayout(inputLayout);
  2386. }
  2387. void setInputLayout(const VertexLayout& _layout, const ProgramD3D11& _program, uint16_t _numInstanceData)
  2388. {
  2389. const VertexLayout* layouts[1] = { &_layout };
  2390. setInputLayout(BX_COUNTOF(layouts), layouts, _program, _numInstanceData);
  2391. }
  2392. void setBlendState(uint64_t _state, uint32_t _rgba = 0)
  2393. {
  2394. _state &= BGFX_D3D11_BLEND_STATE_MASK;
  2395. bx::HashMurmur2A murmur;
  2396. murmur.begin();
  2397. murmur.add(_state);
  2398. murmur.add(!!(BGFX_STATE_BLEND_INDEPENDENT & _state)
  2399. ? _rgba
  2400. : -1
  2401. );
  2402. const uint32_t hash = murmur.end();
  2403. ID3D11BlendState* bs = m_blendStateCache.find(hash);
  2404. if (NULL == bs)
  2405. {
  2406. D3D11_BLEND_DESC desc;
  2407. desc.AlphaToCoverageEnable = !!(BGFX_STATE_BLEND_ALPHA_TO_COVERAGE & _state);
  2408. desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
  2409. D3D11_RENDER_TARGET_BLEND_DESC* drt = &desc.RenderTarget[0];
  2410. drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  2411. const uint32_t blend = uint32_t( (_state&BGFX_STATE_BLEND_MASK )>>BGFX_STATE_BLEND_SHIFT);
  2412. const uint32_t equation = uint32_t( (_state&BGFX_STATE_BLEND_EQUATION_MASK)>>BGFX_STATE_BLEND_EQUATION_SHIFT);
  2413. const uint32_t srcRGB = (blend ) & 0xf;
  2414. const uint32_t dstRGB = (blend >> 4) & 0xf;
  2415. const uint32_t srcA = (blend >> 8) & 0xf;
  2416. const uint32_t dstA = (blend >> 12) & 0xf;
  2417. const uint32_t equRGB = (equation ) & 0x7;
  2418. const uint32_t equA = (equation >> 3) & 0x7;
  2419. drt->SrcBlend = s_blendFactor[srcRGB][0];
  2420. drt->DestBlend = s_blendFactor[dstRGB][0];
  2421. drt->BlendOp = s_blendEquation[equRGB];
  2422. drt->SrcBlendAlpha = s_blendFactor[srcA][1];
  2423. drt->DestBlendAlpha = s_blendFactor[dstA][1];
  2424. drt->BlendOpAlpha = s_blendEquation[equA];
  2425. uint8_t writeMask = 0;
  2426. writeMask |= (_state&BGFX_STATE_WRITE_R) ? D3D11_COLOR_WRITE_ENABLE_RED : 0;
  2427. writeMask |= (_state&BGFX_STATE_WRITE_G) ? D3D11_COLOR_WRITE_ENABLE_GREEN : 0;
  2428. writeMask |= (_state&BGFX_STATE_WRITE_B) ? D3D11_COLOR_WRITE_ENABLE_BLUE : 0;
  2429. writeMask |= (_state&BGFX_STATE_WRITE_A) ? D3D11_COLOR_WRITE_ENABLE_ALPHA : 0;
  2430. drt->RenderTargetWriteMask = writeMask;
  2431. if (desc.IndependentBlendEnable)
  2432. {
  2433. for (uint32_t ii = 1, rgba = _rgba; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii, rgba >>= 11)
  2434. {
  2435. drt = &desc.RenderTarget[ii];
  2436. drt->BlendEnable = 0 != (rgba & 0x7ff);
  2437. const uint32_t src = (rgba ) & 0xf;
  2438. const uint32_t dst = (rgba >> 4) & 0xf;
  2439. const uint32_t equ = (rgba >> 8) & 0x7;
  2440. drt->SrcBlend = s_blendFactor[src][0];
  2441. drt->DestBlend = s_blendFactor[dst][0];
  2442. drt->BlendOp = s_blendEquation[equ];
  2443. drt->SrcBlendAlpha = s_blendFactor[src][1];
  2444. drt->DestBlendAlpha = s_blendFactor[dst][1];
  2445. drt->BlendOpAlpha = s_blendEquation[equ];
  2446. drt->RenderTargetWriteMask = writeMask;
  2447. }
  2448. }
  2449. else
  2450. {
  2451. for (uint32_t ii = 1; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
  2452. {
  2453. bx::memCopy(&desc.RenderTarget[ii], drt, sizeof(D3D11_RENDER_TARGET_BLEND_DESC) );
  2454. }
  2455. }
  2456. DX_CHECK(m_device->CreateBlendState(&desc, &bs) );
  2457. m_blendStateCache.add(hash, bs);
  2458. }
  2459. const uint64_t f0 = BGFX_STATE_BLEND_FACTOR;
  2460. const uint64_t f1 = BGFX_STATE_BLEND_INV_FACTOR;
  2461. const uint64_t f2 = BGFX_STATE_BLEND_FACTOR<<4;
  2462. const uint64_t f3 = BGFX_STATE_BLEND_INV_FACTOR<<4;
  2463. bool hasFactor = 0
  2464. || f0 == (_state & f0)
  2465. || f1 == (_state & f1)
  2466. || f2 == (_state & f2)
  2467. || f3 == (_state & f3)
  2468. ;
  2469. float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
  2470. if (hasFactor)
  2471. {
  2472. blendFactor[0] = ( (_rgba>>24) )/255.0f;
  2473. blendFactor[1] = ( (_rgba>>16)&0xff)/255.0f;
  2474. blendFactor[2] = ( (_rgba>> 8)&0xff)/255.0f;
  2475. blendFactor[3] = ( (_rgba )&0xff)/255.0f;
  2476. }
  2477. m_deviceCtx->OMSetBlendState(bs, blendFactor, 0xffffffff);
  2478. }
  2479. void setDepthStencilState(uint64_t _state, uint64_t _stencil = 0)
  2480. {
  2481. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  2482. _state &= 0 == func ? 0 : BGFX_D3D11_DEPTH_STENCIL_MASK;
  2483. uint32_t fstencil = unpackStencil(0, _stencil);
  2484. uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  2485. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, ~BGFX_STENCIL_FUNC_REF_MASK);
  2486. bx::HashMurmur2A murmur;
  2487. murmur.begin();
  2488. murmur.add(_state);
  2489. murmur.add(_stencil);
  2490. uint32_t hash = murmur.end();
  2491. ID3D11DepthStencilState* dss = m_depthStencilStateCache.find(hash);
  2492. if (NULL == dss)
  2493. {
  2494. D3D11_DEPTH_STENCIL_DESC desc;
  2495. bx::memSet(&desc, 0, sizeof(desc) );
  2496. desc.DepthEnable = 0 != func;
  2497. desc.DepthWriteMask = !!(BGFX_STATE_WRITE_Z & _state) ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
  2498. desc.DepthFunc = s_cmpFunc[func];
  2499. uint32_t bstencil = unpackStencil(1, _stencil);
  2500. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  2501. bstencil = frontAndBack ? bstencil : fstencil;
  2502. desc.StencilEnable = 0 != _stencil;
  2503. desc.StencilReadMask = (fstencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
  2504. desc.StencilWriteMask = 0xff;
  2505. desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2506. desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2507. desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2508. desc.FrontFace.StencilFunc = s_cmpFunc[(fstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  2509. desc.BackFace.StencilFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2510. desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2511. desc.BackFace.StencilPassOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2512. desc.BackFace.StencilFunc = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  2513. DX_CHECK(m_device->CreateDepthStencilState(&desc, &dss) );
  2514. m_depthStencilStateCache.add(hash, dss);
  2515. }
  2516. m_deviceCtx->OMSetDepthStencilState(dss, ref);
  2517. }
  2518. void setDebugWireframe(bool _wireframe)
  2519. {
  2520. if (m_wireframe != _wireframe)
  2521. {
  2522. m_wireframe = _wireframe;
  2523. m_rasterizerStateCache.invalidate();
  2524. }
  2525. }
  2526. void setRasterizerState(uint64_t _state, bool _wireframe = false, bool _scissor = false)
  2527. {
  2528. _state &= 0
  2529. | BGFX_STATE_CULL_MASK
  2530. | BGFX_STATE_FRONT_CCW
  2531. | BGFX_STATE_MSAA
  2532. | BGFX_STATE_LINEAA
  2533. | BGFX_STATE_CONSERVATIVE_RASTER
  2534. ;
  2535. _state |= _wireframe ? BGFX_STATE_PT_LINES : BGFX_STATE_NONE;
  2536. _state |= _scissor ? BGFX_STATE_RESERVED_MASK : 0;
  2537. _state &= ~(m_deviceInterfaceVersion >= 3 ? 0 : BGFX_STATE_CONSERVATIVE_RASTER);
  2538. ID3D11RasterizerState* rs = m_rasterizerStateCache.find(_state);
  2539. if (NULL == rs)
  2540. {
  2541. uint32_t cull = (_state&BGFX_STATE_CULL_MASK)>>BGFX_STATE_CULL_SHIFT;
  2542. #if BX_PLATFORM_WINDOWS
  2543. if (m_deviceInterfaceVersion >= 3)
  2544. {
  2545. D3D11_RASTERIZER_DESC2 desc;
  2546. desc.FillMode = _wireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
  2547. desc.CullMode = s_cullMode[cull];
  2548. desc.FrontCounterClockwise = !!(_state&BGFX_STATE_FRONT_CCW);
  2549. desc.DepthBias = 0;
  2550. desc.DepthBiasClamp = 0.0f;
  2551. desc.SlopeScaledDepthBias = 0.0f;
  2552. desc.DepthClipEnable = !m_depthClamp;
  2553. desc.ScissorEnable = _scissor;
  2554. desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  2555. desc.AntialiasedLineEnable = !!(_state&BGFX_STATE_LINEAA);
  2556. desc.ForcedSampleCount = 0;
  2557. desc.ConservativeRaster = !!(_state&BGFX_STATE_CONSERVATIVE_RASTER)
  2558. ? D3D11_CONSERVATIVE_RASTERIZATION_MODE_ON
  2559. : D3D11_CONSERVATIVE_RASTERIZATION_MODE_OFF
  2560. ;
  2561. ID3D11Device3* device3 = reinterpret_cast<ID3D11Device3*>(m_device);
  2562. DX_CHECK(device3->CreateRasterizerState2(&desc, reinterpret_cast<ID3D11RasterizerState2**>(&rs) ) );
  2563. }
  2564. else
  2565. #endif // BX_PLATFORM_WINDOWS
  2566. {
  2567. D3D11_RASTERIZER_DESC desc;
  2568. desc.FillMode = _wireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
  2569. desc.CullMode = s_cullMode[cull];
  2570. desc.FrontCounterClockwise = false;
  2571. desc.DepthBias = 0;
  2572. desc.DepthBiasClamp = 0.0f;
  2573. desc.SlopeScaledDepthBias = 0.0f;
  2574. desc.DepthClipEnable = !m_depthClamp;
  2575. desc.ScissorEnable = _scissor;
  2576. desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  2577. desc.AntialiasedLineEnable = !!(_state&BGFX_STATE_LINEAA);
  2578. DX_CHECK(m_device->CreateRasterizerState(&desc, &rs) );
  2579. }
  2580. m_rasterizerStateCache.add(_state, rs);
  2581. }
  2582. m_deviceCtx->RSSetState(rs);
  2583. }
  2584. ID3D11SamplerState* getSamplerState(uint32_t _flags, const float _rgba[4])
  2585. {
  2586. const uint32_t index = (_flags & BGFX_SAMPLER_BORDER_COLOR_MASK) >> BGFX_SAMPLER_BORDER_COLOR_SHIFT;
  2587. _flags &= BGFX_SAMPLER_BITS_MASK;
  2588. // Force min+mag anisotropic (can't be set individually) and remove mip (not supported).
  2589. if (0 != (_flags & (BGFX_SAMPLER_MIN_ANISOTROPIC|BGFX_SAMPLER_MAG_ANISOTROPIC)))
  2590. {
  2591. _flags |= BGFX_SAMPLER_MIN_ANISOTROPIC|BGFX_SAMPLER_MAG_ANISOTROPIC;
  2592. _flags &= ~BGFX_SAMPLER_MIP_MASK;
  2593. }
  2594. uint32_t hash;
  2595. ID3D11SamplerState* sampler;
  2596. if (!needBorderColor(_flags) )
  2597. {
  2598. bx::HashMurmur2A murmur;
  2599. murmur.begin();
  2600. murmur.add(_flags);
  2601. murmur.add(-1);
  2602. hash = murmur.end();
  2603. _rgba = s_zero.m_zerof;
  2604. sampler = m_samplerStateCache.find(hash);
  2605. }
  2606. else
  2607. {
  2608. bx::HashMurmur2A murmur;
  2609. murmur.begin();
  2610. murmur.add(_flags);
  2611. murmur.add(index);
  2612. hash = murmur.end();
  2613. _rgba = NULL == _rgba ? s_zero.m_zerof : _rgba;
  2614. sampler = m_samplerStateCache.find(hash);
  2615. if (NULL != sampler)
  2616. {
  2617. D3D11_SAMPLER_DESC sd;
  2618. sampler->GetDesc(&sd);
  2619. if (0 != bx::memCmp(_rgba, sd.BorderColor, 16) )
  2620. {
  2621. // Sampler will be released when updated sampler
  2622. // is added to cache.
  2623. sampler = NULL;
  2624. }
  2625. }
  2626. }
  2627. if (NULL == sampler)
  2628. {
  2629. const uint32_t cmpFunc = (_flags&BGFX_SAMPLER_COMPARE_MASK)>>BGFX_SAMPLER_COMPARE_SHIFT;
  2630. const uint8_t minFilter = s_textureFilter[0][(_flags&BGFX_SAMPLER_MIN_MASK)>>BGFX_SAMPLER_MIN_SHIFT];
  2631. const uint8_t magFilter = s_textureFilter[1][(_flags&BGFX_SAMPLER_MAG_MASK)>>BGFX_SAMPLER_MAG_SHIFT];
  2632. const uint8_t mipFilter = s_textureFilter[2][(_flags&BGFX_SAMPLER_MIP_MASK)>>BGFX_SAMPLER_MIP_SHIFT];
  2633. const uint8_t filter = 0 == cmpFunc ? 0 : D3D11_COMPARISON_FILTERING_BIT;
  2634. D3D11_SAMPLER_DESC sd;
  2635. sd.Filter = (D3D11_FILTER)(filter|minFilter|magFilter|mipFilter);
  2636. sd.AddressU = s_textureAddress[(_flags&BGFX_SAMPLER_U_MASK)>>BGFX_SAMPLER_U_SHIFT];
  2637. sd.AddressV = s_textureAddress[(_flags&BGFX_SAMPLER_V_MASK)>>BGFX_SAMPLER_V_SHIFT];
  2638. sd.AddressW = s_textureAddress[(_flags&BGFX_SAMPLER_W_MASK)>>BGFX_SAMPLER_W_SHIFT];
  2639. sd.MipLODBias = float(BGFX_CONFIG_MIP_LOD_BIAS);
  2640. sd.MaxAnisotropy = m_maxAnisotropy;
  2641. sd.ComparisonFunc = 0 == cmpFunc ? D3D11_COMPARISON_NEVER : s_cmpFunc[cmpFunc];
  2642. sd.BorderColor[0] = _rgba[0];
  2643. sd.BorderColor[1] = _rgba[1];
  2644. sd.BorderColor[2] = _rgba[2];
  2645. sd.BorderColor[3] = _rgba[3];
  2646. sd.MinLOD = 0;
  2647. sd.MaxLOD = D3D11_FLOAT32_MAX;
  2648. DX_CHECK(m_device->CreateSamplerState(&sd, &sampler));
  2649. DX_CHECK_REFCOUNT(sampler, 1);
  2650. m_samplerStateCache.add(hash, sampler);
  2651. }
  2652. return sampler;
  2653. }
  2654. bool isVisible(Frame* _render, OcclusionQueryHandle _handle, bool _visible)
  2655. {
  2656. m_occlusionQuery.resolve(_render);
  2657. return _visible == (0 != _render->m_occlusion[_handle.idx]);
  2658. }
  2659. void quietValidation()
  2660. {
  2661. const uint32_t maxTextureSamplers = g_caps.limits.maxTextureSamplers;
  2662. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  2663. // vertex texture fetch not supported on 9_1 through 9_3
  2664. if (m_featureLevel > D3D_FEATURE_LEVEL_9_3)
  2665. {
  2666. deviceCtx->VSSetShaderResources(0, maxTextureSamplers, s_zero.m_srv);
  2667. deviceCtx->VSSetSamplers(0, maxTextureSamplers, s_zero.m_sampler);
  2668. }
  2669. if (m_featureLevel > D3D_FEATURE_LEVEL_11_0)
  2670. {
  2671. deviceCtx->OMSetRenderTargetsAndUnorderedAccessViews(
  2672. D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL
  2673. , NULL
  2674. , NULL
  2675. , 16
  2676. , maxTextureSamplers
  2677. , s_zero.m_uav
  2678. , NULL
  2679. );
  2680. }
  2681. deviceCtx->PSSetShaderResources(0, maxTextureSamplers, s_zero.m_srv);
  2682. deviceCtx->PSSetSamplers(0, maxTextureSamplers, s_zero.m_sampler);
  2683. }
  2684. void commitTextureStage()
  2685. {
  2686. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  2687. {
  2688. quietValidation();
  2689. }
  2690. const uint32_t maxTextureSamplers = g_caps.limits.maxTextureSamplers;
  2691. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  2692. // vertex texture fetch not supported on 9_1 through 9_3
  2693. if (m_featureLevel > D3D_FEATURE_LEVEL_9_3)
  2694. {
  2695. deviceCtx->VSSetShaderResources(0, maxTextureSamplers, m_textureStage.m_srv);
  2696. deviceCtx->VSSetSamplers(0, maxTextureSamplers, m_textureStage.m_sampler);
  2697. }
  2698. if (m_featureLevel > D3D_FEATURE_LEVEL_11_0)
  2699. {
  2700. deviceCtx->OMSetRenderTargetsAndUnorderedAccessViews(
  2701. D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL
  2702. , NULL
  2703. , NULL
  2704. , 16
  2705. , maxTextureSamplers
  2706. , m_textureStage.m_uav
  2707. , NULL
  2708. );
  2709. }
  2710. deviceCtx->PSSetShaderResources(0, maxTextureSamplers, m_textureStage.m_srv);
  2711. deviceCtx->PSSetSamplers(0, maxTextureSamplers, m_textureStage.m_sampler);
  2712. }
  2713. void invalidateTextureStage()
  2714. {
  2715. m_textureStage.clear();
  2716. commitTextureStage();
  2717. }
  2718. ID3D11UnorderedAccessView* getCachedUav(TextureHandle _handle, uint8_t _mip)
  2719. {
  2720. bx::HashMurmur2A murmur;
  2721. murmur.begin();
  2722. murmur.add(_handle);
  2723. murmur.add(_mip);
  2724. murmur.add(1);
  2725. uint32_t hash = murmur.end();
  2726. IUnknown** ptr = m_srvUavLru.find(hash);
  2727. ID3D11UnorderedAccessView* uav;
  2728. if (NULL == ptr)
  2729. {
  2730. TextureD3D11& texture = m_textures[_handle.idx];
  2731. D3D11_UNORDERED_ACCESS_VIEW_DESC desc;
  2732. desc.Format = texture.getSrvFormat();
  2733. switch (texture.m_type)
  2734. {
  2735. case TextureD3D11::Texture2D:
  2736. desc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2D;
  2737. desc.Texture2D.MipSlice = _mip;
  2738. break;
  2739. case TextureD3D11::TextureCube:
  2740. desc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2DARRAY;
  2741. desc.Texture2DArray.ArraySize = 6;
  2742. desc.Texture2DArray.FirstArraySlice = 0;
  2743. desc.Texture2DArray.MipSlice = _mip;
  2744. break;
  2745. case TextureD3D11::Texture3D:
  2746. desc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE3D;
  2747. desc.Texture3D.MipSlice = _mip;
  2748. desc.Texture3D.FirstWSlice = 0;
  2749. desc.Texture3D.WSize = UINT32_MAX;
  2750. break;
  2751. }
  2752. DX_CHECK(m_device->CreateUnorderedAccessView(texture.m_ptr, &desc, &uav) );
  2753. m_srvUavLru.add(hash, uav, _handle.idx);
  2754. }
  2755. else
  2756. {
  2757. uav = static_cast<ID3D11UnorderedAccessView*>(*ptr);
  2758. }
  2759. return uav;
  2760. }
  2761. ID3D11ShaderResourceView* getCachedSrv(TextureHandle _handle, uint8_t _mip, bool _compute = false, bool _stencil = false)
  2762. {
  2763. bx::HashMurmur2A murmur;
  2764. murmur.begin();
  2765. murmur.add(_handle);
  2766. murmur.add(_mip);
  2767. murmur.add(0);
  2768. murmur.add(_compute);
  2769. murmur.add(_stencil);
  2770. uint32_t hash = murmur.end();
  2771. IUnknown** ptr = m_srvUavLru.find(hash);
  2772. ID3D11ShaderResourceView* srv;
  2773. if (NULL == ptr)
  2774. {
  2775. const TextureD3D11& texture = m_textures[_handle.idx];
  2776. const uint32_t msaaQuality = bx::uint32_satsub( (texture.m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  2777. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  2778. const bool msaaSample = 1 < msaa.Count && 0 != (texture.m_flags&BGFX_TEXTURE_MSAA_SAMPLE);
  2779. D3D11_SHADER_RESOURCE_VIEW_DESC desc;
  2780. desc.Format = _stencil ? DXGI_FORMAT_X24_TYPELESS_G8_UINT : texture.getSrvFormat();
  2781. switch (texture.m_type)
  2782. {
  2783. case TextureD3D11::Texture2D:
  2784. if (1 < texture.m_numLayers)
  2785. {
  2786. desc.ViewDimension = msaaSample
  2787. ? D3D11_SRV_DIMENSION_TEXTURE2DMSARRAY
  2788. : D3D11_SRV_DIMENSION_TEXTURE2DARRAY
  2789. ;
  2790. desc.Texture2DArray.MostDetailedMip = _mip;
  2791. desc.Texture2DArray.MipLevels = 1;
  2792. desc.Texture2DArray.FirstArraySlice = 0;
  2793. desc.Texture2DArray.ArraySize = texture.m_numLayers;
  2794. }
  2795. else
  2796. {
  2797. desc.ViewDimension = msaaSample
  2798. ? D3D11_SRV_DIMENSION_TEXTURE2DMS
  2799. : D3D11_SRV_DIMENSION_TEXTURE2D
  2800. ;
  2801. desc.Texture2D.MostDetailedMip = _mip;
  2802. desc.Texture2D.MipLevels = 1;
  2803. }
  2804. break;
  2805. case TextureD3D11::TextureCube:
  2806. desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
  2807. desc.TextureCube.MostDetailedMip = _mip;
  2808. desc.TextureCube.MipLevels = 1;
  2809. break;
  2810. case TextureD3D11::Texture3D:
  2811. desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
  2812. desc.Texture3D.MostDetailedMip = _mip;
  2813. desc.Texture3D.MipLevels = 1;
  2814. break;
  2815. }
  2816. DX_CHECK(m_device->CreateShaderResourceView(texture.m_ptr, &desc, &srv) );
  2817. m_srvUavLru.add(hash, srv, _handle.idx);
  2818. }
  2819. else
  2820. {
  2821. srv = static_cast<ID3D11ShaderResourceView*>(*ptr);
  2822. }
  2823. return srv;
  2824. }
  2825. void capturePostReset()
  2826. {
  2827. if (m_resolution.reset&BGFX_RESET_CAPTURE)
  2828. {
  2829. ID3D11Texture2D* backBuffer;
  2830. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
  2831. D3D11_TEXTURE2D_DESC backBufferDesc;
  2832. backBuffer->GetDesc(&backBufferDesc);
  2833. D3D11_TEXTURE2D_DESC desc;
  2834. bx::memCopy(&desc, &backBufferDesc, sizeof(desc) );
  2835. desc.SampleDesc.Count = 1;
  2836. desc.SampleDesc.Quality = 0;
  2837. desc.Usage = D3D11_USAGE_STAGING;
  2838. desc.BindFlags = 0;
  2839. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  2840. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &m_captureTexture);
  2841. if (SUCCEEDED(hr) )
  2842. {
  2843. if (backBufferDesc.SampleDesc.Count != 1)
  2844. {
  2845. desc.Usage = D3D11_USAGE_DEFAULT;
  2846. desc.CPUAccessFlags = 0;
  2847. m_device->CreateTexture2D(&desc, NULL, &m_captureResolve);
  2848. }
  2849. g_callback->captureBegin(backBufferDesc.Width, backBufferDesc.Height, backBufferDesc.Width*4, TextureFormat::BGRA8, false);
  2850. }
  2851. DX_RELEASE(backBuffer, 0);
  2852. }
  2853. }
  2854. void capturePreReset()
  2855. {
  2856. if (NULL != m_captureTexture)
  2857. {
  2858. g_callback->captureEnd();
  2859. }
  2860. DX_RELEASE(m_captureResolve, 0);
  2861. DX_RELEASE(m_captureTexture, 0);
  2862. }
  2863. void capture()
  2864. {
  2865. if (NULL != m_captureTexture)
  2866. {
  2867. ID3D11Texture2D* backBuffer;
  2868. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
  2869. if (NULL == m_captureResolve)
  2870. {
  2871. m_deviceCtx->CopyResource(m_captureTexture, backBuffer);
  2872. }
  2873. else
  2874. {
  2875. m_deviceCtx->ResolveSubresource(m_captureResolve, 0, backBuffer, 0, m_scd.format);
  2876. m_deviceCtx->CopyResource(m_captureTexture, m_captureResolve);
  2877. }
  2878. D3D11_MAPPED_SUBRESOURCE mapped;
  2879. DX_CHECK(m_deviceCtx->Map(m_captureTexture, 0, D3D11_MAP_READ, 0, &mapped) );
  2880. bimg::imageSwizzleBgra8(
  2881. mapped.pData
  2882. , mapped.RowPitch
  2883. , m_scd.width
  2884. , m_scd.height
  2885. , mapped.pData
  2886. , mapped.RowPitch
  2887. );
  2888. g_callback->captureFrame(mapped.pData, m_scd.height*mapped.RowPitch);
  2889. m_deviceCtx->Unmap(m_captureTexture, 0);
  2890. DX_RELEASE(backBuffer, 0);
  2891. }
  2892. }
  2893. void commit(UniformBuffer& _uniformBuffer)
  2894. {
  2895. _uniformBuffer.reset();
  2896. for (;;)
  2897. {
  2898. uint32_t opcode = _uniformBuffer.read();
  2899. if (UniformType::End == opcode)
  2900. {
  2901. break;
  2902. }
  2903. UniformType::Enum type;
  2904. uint16_t loc;
  2905. uint16_t num;
  2906. uint16_t copy;
  2907. UniformBuffer::decodeOpcode(opcode, type, loc, num, copy);
  2908. const char* data;
  2909. if (copy)
  2910. {
  2911. data = _uniformBuffer.read(g_uniformTypeSize[type]*num);
  2912. }
  2913. else
  2914. {
  2915. UniformHandle handle;
  2916. bx::memCopy(&handle, _uniformBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  2917. data = (const char*)m_uniforms[handle.idx];
  2918. }
  2919. switch ( (uint32_t)type)
  2920. {
  2921. case UniformType::Mat3:
  2922. case UniformType::Mat3|kUniformFragmentBit:
  2923. {
  2924. float* value = (float*)data;
  2925. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9)
  2926. {
  2927. Matrix4 mtx;
  2928. mtx.un.val[ 0] = value[0];
  2929. mtx.un.val[ 1] = value[1];
  2930. mtx.un.val[ 2] = value[2];
  2931. mtx.un.val[ 3] = 0.0f;
  2932. mtx.un.val[ 4] = value[3];
  2933. mtx.un.val[ 5] = value[4];
  2934. mtx.un.val[ 6] = value[5];
  2935. mtx.un.val[ 7] = 0.0f;
  2936. mtx.un.val[ 8] = value[6];
  2937. mtx.un.val[ 9] = value[7];
  2938. mtx.un.val[10] = value[8];
  2939. mtx.un.val[11] = 0.0f;
  2940. setShaderUniform(uint8_t(type), loc, &mtx.un.val[0], 3);
  2941. }
  2942. }
  2943. break;
  2944. case UniformType::Sampler:
  2945. case UniformType::Sampler | kUniformFragmentBit:
  2946. case UniformType::Vec4:
  2947. case UniformType::Vec4 | kUniformFragmentBit:
  2948. case UniformType::Mat4:
  2949. case UniformType::Mat4 | kUniformFragmentBit:
  2950. {
  2951. setShaderUniform(uint8_t(type), loc, data, num);
  2952. }
  2953. break;
  2954. case UniformType::End:
  2955. break;
  2956. default:
  2957. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _uniformBuffer.getPos(), opcode, type, loc, num, copy);
  2958. break;
  2959. }
  2960. }
  2961. }
  2962. void clearQuad(ClearQuad& _clearQuad, const Rect& _rect, const Clear& _clear, const float _palette[][4])
  2963. {
  2964. uint32_t width;
  2965. uint32_t height;
  2966. if (isValid(m_fbh) )
  2967. {
  2968. const FrameBufferD3D11& fb = m_frameBuffers[m_fbh.idx];
  2969. width = fb.m_width;
  2970. height = fb.m_height;
  2971. }
  2972. else
  2973. {
  2974. width = m_scd.width;
  2975. height = m_scd.height;
  2976. }
  2977. if (0 == _rect.m_x
  2978. && 0 == _rect.m_y
  2979. && width == _rect.m_width
  2980. && height == _rect.m_height)
  2981. {
  2982. clear(_clear, _palette);
  2983. }
  2984. else
  2985. {
  2986. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  2987. uint64_t state = 0;
  2988. state |= _clear.m_flags & BGFX_CLEAR_COLOR ? BGFX_STATE_WRITE_RGB|BGFX_STATE_WRITE_A : 0;
  2989. state |= _clear.m_flags & BGFX_CLEAR_DEPTH ? BGFX_STATE_DEPTH_TEST_ALWAYS|BGFX_STATE_WRITE_Z : 0;
  2990. uint64_t stencil = 0;
  2991. stencil |= _clear.m_flags & BGFX_CLEAR_STENCIL ? 0
  2992. | BGFX_STENCIL_TEST_ALWAYS
  2993. | BGFX_STENCIL_FUNC_REF(_clear.m_stencil)
  2994. | BGFX_STENCIL_FUNC_RMASK(0xff)
  2995. | BGFX_STENCIL_OP_FAIL_S_REPLACE
  2996. | BGFX_STENCIL_OP_FAIL_Z_REPLACE
  2997. | BGFX_STENCIL_OP_PASS_Z_REPLACE
  2998. : 0
  2999. ;
  3000. setBlendState(state);
  3001. setDepthStencilState(state, stencil);
  3002. setRasterizerState(state);
  3003. uint32_t numMrt = 1;
  3004. FrameBufferHandle fbh = m_fbh;
  3005. if (isValid(fbh) )
  3006. {
  3007. const FrameBufferD3D11& fb = m_frameBuffers[fbh.idx];
  3008. numMrt = bx::uint32_max(1, fb.m_num);
  3009. }
  3010. ProgramD3D11& program = m_program[_clearQuad.m_program[numMrt-1].idx];
  3011. m_currentProgram = &program;
  3012. const ShaderD3D11* vsh = program.m_vsh;
  3013. deviceCtx->VSSetShader(vsh->m_vertexShader, NULL, 0);
  3014. deviceCtx->VSSetConstantBuffers(0, 1, &vsh->m_buffer);
  3015. float mrtClearDepth[4] = { _clear.m_depth };
  3016. deviceCtx->UpdateSubresource(vsh->m_buffer, 0, 0, mrtClearDepth, 0, 0);
  3017. if (NULL != m_currentColor)
  3018. {
  3019. const ShaderD3D11* fsh = program.m_fsh;
  3020. deviceCtx->PSSetShader(fsh->m_pixelShader, NULL, 0);
  3021. deviceCtx->PSSetConstantBuffers(0, 1, &fsh->m_buffer);
  3022. float mrtClearColor[BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS][4];
  3023. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  3024. {
  3025. for (uint32_t ii = 0; ii < numMrt; ++ii)
  3026. {
  3027. uint8_t index = (uint8_t)bx::uint32_min(BGFX_CONFIG_MAX_COLOR_PALETTE-1, _clear.m_index[ii]);
  3028. bx::memCopy(mrtClearColor[ii], _palette[index], 16);
  3029. }
  3030. }
  3031. else
  3032. {
  3033. float rgba[4] =
  3034. {
  3035. _clear.m_index[0]*1.0f/255.0f,
  3036. _clear.m_index[1]*1.0f/255.0f,
  3037. _clear.m_index[2]*1.0f/255.0f,
  3038. _clear.m_index[3]*1.0f/255.0f,
  3039. };
  3040. for (uint32_t ii = 0; ii < numMrt; ++ii)
  3041. {
  3042. bx::memCopy(mrtClearColor[ii], rgba, 16);
  3043. }
  3044. }
  3045. deviceCtx->UpdateSubresource(fsh->m_buffer, 0, 0, mrtClearColor, 0, 0);
  3046. }
  3047. else
  3048. {
  3049. deviceCtx->PSSetShader(NULL, NULL, 0);
  3050. }
  3051. VertexBufferD3D11& vb = m_vertexBuffers[_clearQuad.m_vb.idx];
  3052. const VertexLayout& layout = _clearQuad.m_layout;
  3053. const uint32_t stride = layout.m_stride;
  3054. const uint32_t offset = 0;
  3055. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  3056. setInputLayout(layout, program, 0);
  3057. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
  3058. deviceCtx->Draw(4, 0);
  3059. }
  3060. }
  3061. void* m_d3d9Dll;
  3062. void* m_d3d11Dll;
  3063. void* m_renderDocDll;
  3064. void* m_agsDll;
  3065. Dxgi m_dxgi;
  3066. AGSContext* m_ags;
  3067. NvApi m_nvapi;
  3068. D3D_FEATURE_LEVEL m_featureLevel;
  3069. Dxgi::SwapChainI* m_swapChain;
  3070. ID3D11Texture2D* m_msaaRt;
  3071. bool m_needPresent;
  3072. bool m_lost;
  3073. uint16_t m_numWindows;
  3074. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  3075. ID3D11Device* m_device;
  3076. ID3D11DeviceContext* m_deviceCtx;
  3077. ID3DUserDefinedAnnotation* m_annotation;
  3078. ID3D11InfoQueue* m_infoQueue;
  3079. TimerQueryD3D11 m_gpuTimer;
  3080. OcclusionQueryD3D11 m_occlusionQuery;
  3081. uint32_t m_deviceInterfaceVersion;
  3082. ID3D11RenderTargetView* m_backBufferColor;
  3083. ID3D11DepthStencilView* m_backBufferDepthStencil;
  3084. ID3D11RenderTargetView* m_currentColor;
  3085. ID3D11DepthStencilView* m_currentDepthStencil;
  3086. ID3D11Texture2D* m_captureTexture;
  3087. ID3D11Texture2D* m_captureResolve;
  3088. Resolution m_resolution;
  3089. SwapChainDesc m_scd;
  3090. DXGI_SWAP_EFFECT m_swapEffect;
  3091. uint32_t m_swapBufferCount;
  3092. uint32_t m_maxAnisotropy;
  3093. bool m_depthClamp;
  3094. bool m_wireframe;
  3095. IndexBufferD3D11 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  3096. VertexBufferD3D11 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  3097. ShaderD3D11 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  3098. ProgramD3D11 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  3099. TextureD3D11 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  3100. VertexLayout m_vertexLayouts[BGFX_CONFIG_MAX_VERTEX_LAYOUTS];
  3101. FrameBufferD3D11 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  3102. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  3103. Matrix4 m_predefinedUniforms[PredefinedUniform::Count];
  3104. UniformRegistry m_uniformReg;
  3105. StateCacheT<ID3D11BlendState> m_blendStateCache;
  3106. StateCacheT<ID3D11DepthStencilState> m_depthStencilStateCache;
  3107. StateCacheT<ID3D11InputLayout> m_inputLayoutCache;
  3108. StateCacheT<ID3D11RasterizerState> m_rasterizerStateCache;
  3109. StateCacheT<ID3D11SamplerState> m_samplerStateCache;
  3110. StateCacheLru<IUnknown*, 1024> m_srvUavLru;
  3111. TextVideoMem m_textVideoMem;
  3112. TextureStage m_textureStage;
  3113. ProgramD3D11* m_currentProgram;
  3114. uint8_t m_vsScratch[64<<10];
  3115. uint8_t m_fsScratch[64<<10];
  3116. uint32_t m_vsChanges;
  3117. uint32_t m_fsChanges;
  3118. FrameBufferHandle m_fbh;
  3119. bool m_rtMsaa;
  3120. bool m_timerQuerySupport;
  3121. bool m_directAccessSupport;
  3122. };
  3123. static RendererContextD3D11* s_renderD3D11;
  3124. RendererContextI* rendererCreate(const Init& _init)
  3125. {
  3126. s_renderD3D11 = BX_NEW(g_allocator, RendererContextD3D11);
  3127. if (!s_renderD3D11->init(_init) )
  3128. {
  3129. bx::deleteObject(g_allocator, s_renderD3D11);
  3130. s_renderD3D11 = NULL;
  3131. }
  3132. return s_renderD3D11;
  3133. }
  3134. void rendererDestroy()
  3135. {
  3136. s_renderD3D11->shutdown();
  3137. bx::deleteObject(g_allocator, s_renderD3D11);
  3138. s_renderD3D11 = NULL;
  3139. }
  3140. void stubMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  3141. {
  3142. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3143. for (uint32_t ii = 0; ii < _numDrawIndirect; ++ii)
  3144. {
  3145. deviceCtx->DrawInstancedIndirect(_ptr, _offset);
  3146. _offset += _stride;
  3147. }
  3148. }
  3149. void stubMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  3150. {
  3151. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3152. for (uint32_t ii = 0; ii < _numDrawIndirect; ++ii)
  3153. {
  3154. deviceCtx->DrawIndexedInstancedIndirect(_ptr, _offset);
  3155. _offset += _stride;
  3156. }
  3157. }
  3158. void amdAgsMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  3159. {
  3160. agsDriverExtensions_MultiDrawInstancedIndirect(s_renderD3D11->m_ags, _numDrawIndirect, _ptr, _offset, _stride);
  3161. }
  3162. void amdAgsMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  3163. {
  3164. agsDriverExtensions_MultiDrawIndexedInstancedIndirect(s_renderD3D11->m_ags, _numDrawIndirect, _ptr, _offset, _stride);
  3165. }
  3166. void nvapiMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  3167. {
  3168. s_renderD3D11->m_nvapi.nvApiD3D11MultiDrawInstancedIndirect(s_renderD3D11->m_deviceCtx, _numDrawIndirect, _ptr, _offset, _stride);
  3169. }
  3170. void nvapiMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  3171. {
  3172. s_renderD3D11->m_nvapi.nvApiD3D11MultiDrawIndexedInstancedIndirect(s_renderD3D11->m_deviceCtx, _numDrawIndirect, _ptr, _offset, _stride);
  3173. }
  3174. int WINAPI d3d11Annotation_BeginEvent(DWORD _color, LPCWSTR _name)
  3175. {
  3176. BX_UNUSED(_color);
  3177. return s_renderD3D11->m_annotation->BeginEvent(_name);
  3178. }
  3179. int WINAPI d3d11Annotation_EndEvent()
  3180. {
  3181. return s_renderD3D11->m_annotation->EndEvent();
  3182. }
  3183. void WINAPI d3d11Annotation_SetMarker(DWORD _color, LPCWSTR _name)
  3184. {
  3185. BX_UNUSED(_color);
  3186. s_renderD3D11->m_annotation->SetMarker(_name);
  3187. }
  3188. struct UavFormat
  3189. {
  3190. DXGI_FORMAT format[3];
  3191. uint32_t stride;
  3192. };
  3193. static const UavFormat s_uavFormat[] =
  3194. { // BGFX_BUFFER_COMPUTE_TYPE_INT, BGFX_BUFFER_COMPUTE_TYPE_UINT, BGFX_BUFFER_COMPUTE_TYPE_FLOAT
  3195. { { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, 0 }, // ignored
  3196. { { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN }, 1 }, // BGFX_BUFFER_COMPUTE_FORMAT_8X1
  3197. { { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_8X2
  3198. { { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_8X4
  3199. { { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_FLOAT }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_16X1
  3200. { { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_16X2
  3201. { { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_16X4
  3202. { { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_32X1
  3203. { { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_32X2
  3204. { { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_FLOAT }, 16 }, // BGFX_BUFFER_COMPUTE_FORMAT_32X4
  3205. };
  3206. void BufferD3D11::create(uint32_t _size, void* _data, uint16_t _flags, uint16_t _stride, bool _vertex)
  3207. {
  3208. m_uav = NULL;
  3209. m_size = _size;
  3210. m_flags = _flags;
  3211. const bool needUav = 0 != (_flags & (BGFX_BUFFER_COMPUTE_WRITE|BGFX_BUFFER_DRAW_INDIRECT) );
  3212. const bool needSrv = 0 != (_flags & BGFX_BUFFER_COMPUTE_READ);
  3213. const bool drawIndirect = 0 != (_flags & BGFX_BUFFER_DRAW_INDIRECT);
  3214. m_dynamic = NULL == _data && !needUav;
  3215. D3D11_BUFFER_DESC desc;
  3216. desc.ByteWidth = _size;
  3217. desc.BindFlags = 0
  3218. | (_vertex ? D3D11_BIND_VERTEX_BUFFER : D3D11_BIND_INDEX_BUFFER)
  3219. | (needUav ? D3D11_BIND_UNORDERED_ACCESS : 0)
  3220. | (needSrv ? D3D11_BIND_SHADER_RESOURCE : 0)
  3221. ;
  3222. desc.MiscFlags = 0
  3223. | (drawIndirect ? D3D11_RESOURCE_MISC_DRAWINDIRECT_ARGS : 0)
  3224. ;
  3225. desc.StructureByteStride = 0;
  3226. DXGI_FORMAT format;
  3227. uint32_t stride;
  3228. if (drawIndirect)
  3229. {
  3230. format = DXGI_FORMAT_R32G32B32A32_UINT;
  3231. stride = 16;
  3232. }
  3233. else
  3234. {
  3235. uint32_t uavFormat = (_flags & BGFX_BUFFER_COMPUTE_FORMAT_MASK) >> BGFX_BUFFER_COMPUTE_FORMAT_SHIFT;
  3236. if (0 == uavFormat)
  3237. {
  3238. if (_vertex)
  3239. {
  3240. format = DXGI_FORMAT_R32G32B32A32_FLOAT;
  3241. stride = 16;
  3242. }
  3243. else
  3244. {
  3245. if (0 == (_flags & BGFX_BUFFER_INDEX32) )
  3246. {
  3247. format = DXGI_FORMAT_R16_UINT;
  3248. stride = 2;
  3249. }
  3250. else
  3251. {
  3252. format = DXGI_FORMAT_R32_UINT;
  3253. stride = 4;
  3254. }
  3255. }
  3256. }
  3257. else
  3258. {
  3259. const uint32_t uavType = bx::uint32_satsub( (_flags & BGFX_BUFFER_COMPUTE_TYPE_MASK ) >> BGFX_BUFFER_COMPUTE_TYPE_SHIFT, 1);
  3260. format = s_uavFormat[uavFormat].format[uavType];
  3261. stride = s_uavFormat[uavFormat].stride;
  3262. }
  3263. }
  3264. ID3D11Device* device = s_renderD3D11->m_device;
  3265. D3D11_SUBRESOURCE_DATA srd;
  3266. srd.pSysMem = _data;
  3267. srd.SysMemPitch = 0;
  3268. srd.SysMemSlicePitch = 0;
  3269. if (needUav)
  3270. {
  3271. desc.Usage = D3D11_USAGE_DEFAULT;
  3272. desc.CPUAccessFlags = 0;
  3273. desc.StructureByteStride = _stride;
  3274. DX_CHECK(device->CreateBuffer(&desc
  3275. , NULL == _data ? NULL : &srd
  3276. , &m_ptr
  3277. ) );
  3278. D3D11_UNORDERED_ACCESS_VIEW_DESC uavd;
  3279. uavd.Format = format;
  3280. uavd.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
  3281. uavd.Buffer.FirstElement = 0;
  3282. uavd.Buffer.NumElements = m_size / stride;
  3283. uavd.Buffer.Flags = 0;
  3284. DX_CHECK(device->CreateUnorderedAccessView(m_ptr
  3285. , &uavd
  3286. , &m_uav
  3287. ) );
  3288. }
  3289. else if (m_dynamic)
  3290. {
  3291. #if USE_D3D11_STAGING_BUFFER
  3292. desc.Usage = D3D11_USAGE_DEFAULT;
  3293. desc.CPUAccessFlags = 0;
  3294. DX_CHECK(device->CreateBuffer(&desc
  3295. , NULL
  3296. , &m_ptr
  3297. ) );
  3298. desc.BindFlags = 0;
  3299. desc.Usage = D3D11_USAGE_STAGING;
  3300. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  3301. DX_CHECK(device->CreateBuffer(&desc
  3302. , NULL
  3303. , &m_staging
  3304. ) );
  3305. #else
  3306. desc.Usage = D3D11_USAGE_DYNAMIC;
  3307. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  3308. DX_CHECK(device->CreateBuffer(&desc
  3309. , NULL
  3310. , &m_ptr
  3311. ) );
  3312. #endif // USE_D3D11_STAGING_BUFFER
  3313. }
  3314. else
  3315. {
  3316. desc.Usage = D3D11_USAGE_IMMUTABLE;
  3317. desc.CPUAccessFlags = 0;
  3318. DX_CHECK(device->CreateBuffer(&desc
  3319. , &srd
  3320. , &m_ptr
  3321. ) );
  3322. }
  3323. if (needSrv)
  3324. {
  3325. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  3326. srvd.Format = format;
  3327. srvd.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
  3328. srvd.Buffer.FirstElement = 0;
  3329. srvd.Buffer.NumElements = m_size / stride;
  3330. DX_CHECK(device->CreateShaderResourceView(m_ptr
  3331. , &srvd
  3332. , &m_srv
  3333. ) );
  3334. }
  3335. }
  3336. void BufferD3D11::update(uint32_t _offset, uint32_t _size, void* _data, bool _discard)
  3337. {
  3338. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3339. BX_ASSERT(m_dynamic, "Must be dynamic!");
  3340. #if USE_D3D11_STAGING_BUFFER
  3341. BX_UNUSED(_discard);
  3342. D3D11_MAPPED_SUBRESOURCE mapped;
  3343. DX_CHECK(deviceCtx->Map(m_staging, 0, D3D11_MAP_WRITE, 0, &mapped) );
  3344. bx::memCopy( (uint8_t*)mapped.pData + _offset, _data, _size);
  3345. deviceCtx->Unmap(m_staging, 0);
  3346. D3D11_BOX box;
  3347. box.left = _offset;
  3348. box.top = 0;
  3349. box.front = 0;
  3350. box.right = _offset + _size;
  3351. box.bottom = 1;
  3352. box.back = 1;
  3353. deviceCtx->CopySubresourceRegion(m_ptr
  3354. , 0
  3355. , _offset
  3356. , 0
  3357. , 0
  3358. , m_staging
  3359. , 0
  3360. , &box
  3361. );
  3362. #else
  3363. if (_discard)
  3364. {
  3365. D3D11_MAPPED_SUBRESOURCE mapped;
  3366. DX_CHECK(deviceCtx->Map(m_ptr, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped) );
  3367. bx::memCopy( (uint8_t*)mapped.pData + _offset, _data, _size);
  3368. deviceCtx->Unmap(m_ptr, 0);
  3369. }
  3370. else
  3371. {
  3372. D3D11_BUFFER_DESC desc;
  3373. desc.ByteWidth = _size;
  3374. desc.Usage = D3D11_USAGE_STAGING;
  3375. desc.BindFlags = 0;
  3376. desc.MiscFlags = 0;
  3377. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  3378. desc.StructureByteStride = 0;
  3379. D3D11_SUBRESOURCE_DATA srd;
  3380. srd.pSysMem = _data;
  3381. srd.SysMemPitch = 0;
  3382. srd.SysMemSlicePitch = 0;
  3383. D3D11_BOX srcBox;
  3384. srcBox.left = 0;
  3385. srcBox.top = 0;
  3386. srcBox.front = 0;
  3387. srcBox.right = _size;
  3388. srcBox.bottom = 1;
  3389. srcBox.back = 1;
  3390. ID3D11Device* device = s_renderD3D11->m_device;
  3391. ID3D11Buffer* ptr;
  3392. DX_CHECK(device->CreateBuffer(&desc, &srd, &ptr) );
  3393. deviceCtx->CopySubresourceRegion(m_ptr
  3394. , 0
  3395. , _offset
  3396. , 0
  3397. , 0
  3398. , ptr
  3399. , 0
  3400. , &srcBox
  3401. );
  3402. DX_RELEASE(ptr, 0);
  3403. }
  3404. #endif // 0
  3405. }
  3406. void VertexBufferD3D11::create(uint32_t _size, void* _data, VertexLayoutHandle _layoutHandle, uint16_t _flags)
  3407. {
  3408. m_layoutHandle = _layoutHandle;
  3409. uint16_t stride = isValid(_layoutHandle)
  3410. ? s_renderD3D11->m_vertexLayouts[_layoutHandle.idx].m_stride
  3411. : 0
  3412. ;
  3413. BufferD3D11::create(_size, _data, _flags, stride, true);
  3414. }
  3415. static bool hasDepthOp(const void* _code, uint32_t _size)
  3416. {
  3417. bx::MemoryReader rd(_code, _size);
  3418. bx::Error err;
  3419. DxbcContext dxbc;
  3420. read(&rd, dxbc, &err);
  3421. struct FindDepthOp
  3422. {
  3423. FindDepthOp()
  3424. : m_found(false)
  3425. {
  3426. }
  3427. static bool find(uint32_t /*_offset*/, const DxbcInstruction& _instruction, void* _userData)
  3428. {
  3429. FindDepthOp& out = *reinterpret_cast<FindDepthOp*>(_userData);
  3430. if (_instruction.opcode == DxbcOpcode::DISCARD
  3431. || (0 != _instruction.numOperands && DxbcOperandType::OutputDepth == _instruction.operand[0].type) )
  3432. {
  3433. out.m_found = true;
  3434. return false;
  3435. }
  3436. return true;
  3437. }
  3438. bool m_found;
  3439. } find;
  3440. parse(dxbc.shader, FindDepthOp::find, &find);
  3441. return find.m_found;
  3442. }
  3443. static void patchUAVRegisterByteCode(DxbcInstruction& _instruction, void* _userData)
  3444. {
  3445. BX_UNUSED(_userData);
  3446. switch (_instruction.opcode)
  3447. {
  3448. case DxbcOpcode::DCL_UNORDERED_ACCESS_VIEW_TYPED:
  3449. {
  3450. DxbcOperand& operand = _instruction.operand[0];
  3451. operand.regIndex[0] += 16;
  3452. BX_ASSERT(operand.regIndex[1] == 0 && operand.regIndex[2] == 0, "Unexpected values");
  3453. }
  3454. break;
  3455. case DxbcOpcode::DCL_UNORDERED_ACCESS_VIEW_RAW:
  3456. BX_ASSERT(false, "Unsupported UAV access");
  3457. break;
  3458. case DxbcOpcode::DCL_UNORDERED_ACCESS_VIEW_STRUCTURED:
  3459. BX_ASSERT(false, "Unsupported UAV access");
  3460. break;
  3461. case DxbcOpcode::LD_UAV_TYPED:
  3462. {
  3463. DxbcOperand& operand = _instruction.operand[2];
  3464. operand.regIndex[0] += 16;
  3465. BX_ASSERT(operand.regIndex[1] == 0 && operand.regIndex[2] == 0, "Unexpected values");
  3466. }
  3467. break;
  3468. case DxbcOpcode::STORE_UAV_TYPED:
  3469. {
  3470. DxbcOperand& operand = _instruction.operand[0];
  3471. operand.regIndex[0] += 16;
  3472. BX_ASSERT(operand.regIndex[1] == 0 && operand.regIndex[2] == 0, "Unexpected values");
  3473. }
  3474. break;
  3475. default:
  3476. break;
  3477. }
  3478. }
  3479. static void patchUAVRegisterDebugInfo(DxbcSPDB& _spdb)
  3480. {
  3481. if (!_spdb.debugCode.empty())
  3482. {
  3483. // 'register( u[xx] )'
  3484. char* ptr = (char*)_spdb.debugCode.data();
  3485. while (ptr < (char*)_spdb.debugCode.data() + _spdb.debugCode.size() - 3)
  3486. {
  3487. if (*(ptr+1) == ' '
  3488. && *(ptr+2) == 'u'
  3489. && *(ptr+3) == '[')
  3490. {
  3491. char* startPtr = ptr+4;
  3492. char* endPtr = ptr+4;
  3493. while (*endPtr != ']')
  3494. {
  3495. endPtr++;
  3496. }
  3497. uint32_t regNum = 0;
  3498. uint32_t regLen = uint32_t(endPtr - startPtr);
  3499. bx::fromString(&regNum, bx::StringView(startPtr, regLen));
  3500. regNum += 16;
  3501. uint32_t len = bx::toString(startPtr, regLen+2, regNum);
  3502. *(startPtr + len) = ']';
  3503. break;
  3504. }
  3505. ++ptr;
  3506. }
  3507. }
  3508. }
  3509. void ShaderD3D11::create(const Memory* _mem)
  3510. {
  3511. bx::MemoryReader reader(_mem->data, _mem->size);
  3512. bx::ErrorAssert err;
  3513. uint32_t magic;
  3514. bx::read(&reader, magic, &err);
  3515. const bool fragment = isShaderType(magic, 'F');
  3516. uint32_t hashIn;
  3517. bx::read(&reader, hashIn, &err);
  3518. uint32_t hashOut;
  3519. if (isShaderVerLess(magic, 6) )
  3520. {
  3521. hashOut = hashIn;
  3522. }
  3523. else
  3524. {
  3525. bx::read(&reader, hashOut, &err);
  3526. }
  3527. uint16_t count;
  3528. bx::read(&reader, count, &err);
  3529. m_numPredefined = 0;
  3530. m_numUniforms = count;
  3531. BX_TRACE("%s Shader consts %d"
  3532. , getShaderTypeName(magic)
  3533. , count
  3534. );
  3535. const uint8_t fragmentBit = fragment ? kUniformFragmentBit : 0;
  3536. if (0 < count)
  3537. {
  3538. for (uint32_t ii = 0; ii < count; ++ii)
  3539. {
  3540. uint8_t nameSize = 0;
  3541. bx::read(&reader, nameSize, &err);
  3542. char name[256] = { '\0' };
  3543. bx::read(&reader, &name, nameSize, &err);
  3544. name[nameSize] = '\0';
  3545. uint8_t type = 0;
  3546. bx::read(&reader, type, &err);
  3547. uint8_t num = 0;
  3548. bx::read(&reader, num, &err);
  3549. uint16_t regIndex = 0;
  3550. bx::read(&reader, regIndex, &err);
  3551. uint16_t regCount = 0;
  3552. bx::read(&reader, regCount, &err);
  3553. if (!isShaderVerLess(magic, 8) )
  3554. {
  3555. uint16_t texInfo = 0;
  3556. bx::read(&reader, texInfo, &err);
  3557. }
  3558. if (!isShaderVerLess(magic, 10) )
  3559. {
  3560. uint16_t texFormat = 0;
  3561. bx::read(&reader, texFormat, &err);
  3562. }
  3563. const char* kind = "invalid";
  3564. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  3565. if (PredefinedUniform::Count != predefined)
  3566. {
  3567. kind = "predefined";
  3568. m_predefined[m_numPredefined].m_loc = regIndex;
  3569. m_predefined[m_numPredefined].m_count = regCount;
  3570. m_predefined[m_numPredefined].m_type = uint8_t(predefined|fragmentBit);
  3571. m_numPredefined++;
  3572. }
  3573. else if (0 == (kUniformSamplerBit & type) )
  3574. {
  3575. const UniformRegInfo* info = s_renderD3D11->m_uniformReg.find(name);
  3576. BX_WARN(NULL != info, "User defined uniform '%s' is not found, it won't be set.", name);
  3577. if (NULL != info)
  3578. {
  3579. if (NULL == m_constantBuffer)
  3580. {
  3581. m_constantBuffer = UniformBuffer::create(1024);
  3582. }
  3583. kind = "user";
  3584. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  3585. }
  3586. }
  3587. else
  3588. {
  3589. kind = "sampler";
  3590. }
  3591. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  3592. , kind
  3593. , name
  3594. , getUniformTypeName(UniformType::Enum(type&~kUniformMask) )
  3595. , num
  3596. , regIndex
  3597. , regCount
  3598. );
  3599. BX_UNUSED(kind);
  3600. }
  3601. if (NULL != m_constantBuffer)
  3602. {
  3603. m_constantBuffer->finish();
  3604. }
  3605. }
  3606. uint32_t shaderSize;
  3607. bx::read(&reader, shaderSize, &err);
  3608. const void* code = reader.getDataPtr();
  3609. bx::skip(&reader, shaderSize+1);
  3610. const Memory* temp = NULL;
  3611. if (!isShaderType(magic, 'C'))
  3612. {
  3613. bx::MemoryReader rd(code, shaderSize);
  3614. DxbcContext dxbc;
  3615. read(&rd, dxbc, bx::ErrorAssert{});
  3616. bool patchShader = !dxbc.shader.aon9;
  3617. if (patchShader)
  3618. {
  3619. union { uint32_t offset; void* ptr; } cast = { 0 };
  3620. filter(dxbc.shader, dxbc.shader, patchUAVRegisterByteCode, cast.ptr);
  3621. patchUAVRegisterDebugInfo(dxbc.spdb);
  3622. temp = alloc(shaderSize);
  3623. bx::StaticMemoryBlockWriter wr(temp->data, temp->size);
  3624. int32_t size = write(&wr, dxbc, &err);
  3625. dxbcHash(temp->data + 20, size - 20, temp->data + 4);
  3626. code = temp->data;
  3627. }
  3628. }
  3629. if (isShaderType(magic, 'F') )
  3630. {
  3631. m_hasDepthOp = hasDepthOp(code, shaderSize);
  3632. DX_CHECK(s_renderD3D11->m_device->CreatePixelShader(code, shaderSize, NULL, &m_pixelShader) );
  3633. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create fragment shader.");
  3634. }
  3635. else if (isShaderType(magic, 'V') )
  3636. {
  3637. m_hash = bx::hash<bx::HashMurmur2A>(code, shaderSize);
  3638. m_code = copy(code, shaderSize);
  3639. DX_CHECK(s_renderD3D11->m_device->CreateVertexShader(code, shaderSize, NULL, &m_vertexShader) );
  3640. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create vertex shader.");
  3641. }
  3642. else if (isShaderType(magic, 'C') )
  3643. {
  3644. DX_CHECK(s_renderD3D11->m_device->CreateComputeShader(code, shaderSize, NULL, &m_computeShader) );
  3645. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create compute shader.");
  3646. }
  3647. uint8_t numAttrs = 0;
  3648. bx::read(&reader, numAttrs, bx::ErrorAssert{});
  3649. bx::memSet(m_attrMask, 0, sizeof(m_attrMask) );
  3650. for (uint32_t ii = 0; ii < numAttrs; ++ii)
  3651. {
  3652. uint16_t id;
  3653. bx::read(&reader, id, bx::ErrorAssert{});
  3654. Attrib::Enum attr = idToAttrib(id);
  3655. if (Attrib::Count != attr)
  3656. {
  3657. m_attrMask[attr] = UINT16_MAX;
  3658. }
  3659. }
  3660. uint16_t size;
  3661. bx::read(&reader, size, bx::ErrorAssert{});
  3662. if (0 < size)
  3663. {
  3664. D3D11_BUFFER_DESC desc;
  3665. desc.ByteWidth = (size + 0xf) & ~0xf;
  3666. desc.Usage = D3D11_USAGE_DEFAULT;
  3667. desc.CPUAccessFlags = 0;
  3668. desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  3669. desc.MiscFlags = 0;
  3670. desc.StructureByteStride = 0;
  3671. DX_CHECK(s_renderD3D11->m_device->CreateBuffer(&desc, NULL, &m_buffer) );
  3672. BX_TRACE("\tCB size: %d", desc.ByteWidth);
  3673. }
  3674. if (NULL != temp)
  3675. {
  3676. release(temp);
  3677. }
  3678. }
  3679. void* DirectAccessResourceD3D11::createTexture2D(const D3D11_TEXTURE2D_DESC* _gpuDesc, const D3D11_SUBRESOURCE_DATA* _srd, ID3D11Texture2D** _gpuTexture2d)
  3680. {
  3681. ID3D11Device* device = s_renderD3D11->m_device;
  3682. DX_CHECK(setIntelDirectAccessResource(device) );
  3683. DX_CHECK(device->CreateTexture2D(_gpuDesc, _srd, _gpuTexture2d) );
  3684. D3D11_TEXTURE2D_DESC cpuDesc;
  3685. bx::memCopy(&cpuDesc, _gpuDesc, sizeof(cpuDesc) );
  3686. cpuDesc.BindFlags = 0;
  3687. cpuDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
  3688. cpuDesc.Usage = D3D11_USAGE_STAGING;
  3689. DX_CHECK(setIntelDirectAccessResource(s_renderD3D11->m_device) );
  3690. DX_CHECK(device->CreateTexture2D(&cpuDesc, NULL, &m_texture2d) );
  3691. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3692. deviceCtx->CopyResource(m_texture2d, *_gpuTexture2d);
  3693. D3D11_MAPPED_SUBRESOURCE mappedResource;
  3694. deviceCtx->Map(m_texture2d, 0, D3D11_MAP_WRITE, 0, &mappedResource);
  3695. m_descriptor = reinterpret_cast<IntelDirectAccessResourceDescriptor*>(mappedResource.pData);
  3696. return m_descriptor->ptr;
  3697. }
  3698. void* DirectAccessResourceD3D11::createTexture3D(const D3D11_TEXTURE3D_DESC* _gpuDesc, const D3D11_SUBRESOURCE_DATA* _srd, ID3D11Texture3D** _gpuTexture3d)
  3699. {
  3700. ID3D11Device* device = s_renderD3D11->m_device;
  3701. DX_CHECK(setIntelDirectAccessResource(device) );
  3702. DX_CHECK(device->CreateTexture3D(_gpuDesc, _srd, _gpuTexture3d) );
  3703. D3D11_TEXTURE3D_DESC cpuDesc;
  3704. bx::memCopy(&cpuDesc, _gpuDesc, sizeof(cpuDesc) );
  3705. cpuDesc.BindFlags = 0;
  3706. cpuDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
  3707. cpuDesc.Usage = D3D11_USAGE_STAGING;
  3708. DX_CHECK(setIntelDirectAccessResource(s_renderD3D11->m_device) );
  3709. DX_CHECK(device->CreateTexture3D(&cpuDesc, NULL, &m_texture3d) );
  3710. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3711. deviceCtx->CopyResource(m_texture3d, *_gpuTexture3d);
  3712. D3D11_MAPPED_SUBRESOURCE mappedResource;
  3713. deviceCtx->Map(m_texture3d, 0, D3D11_MAP_WRITE, 0, &mappedResource);
  3714. m_descriptor = reinterpret_cast<IntelDirectAccessResourceDescriptor*>(mappedResource.pData);
  3715. return m_descriptor->ptr;
  3716. }
  3717. void DirectAccessResourceD3D11::destroy()
  3718. {
  3719. if (NULL != m_descriptor)
  3720. {
  3721. s_renderD3D11->m_deviceCtx->Unmap(m_ptr, 0);
  3722. m_descriptor = NULL;
  3723. DX_RELEASE(m_ptr, 0);
  3724. }
  3725. }
  3726. void* TextureD3D11::create(const Memory* _mem, uint64_t _flags, uint8_t _skip)
  3727. {
  3728. void* directAccessPtr = NULL;
  3729. bimg::ImageContainer imageContainer;
  3730. if (bimg::imageParse(imageContainer, _mem->data, _mem->size) )
  3731. {
  3732. const bimg::ImageBlockInfo& blockInfo = bimg::getBlockInfo(bimg::TextureFormat::Enum(imageContainer.m_format) );
  3733. const uint8_t startLod = bx::min<uint8_t>(_skip, imageContainer.m_numMips-1);
  3734. bimg::TextureInfo ti;
  3735. bimg::imageGetSize(
  3736. &ti
  3737. , uint16_t(imageContainer.m_width >>startLod)
  3738. , uint16_t(imageContainer.m_height>>startLod)
  3739. , uint16_t(imageContainer.m_depth >>startLod)
  3740. , imageContainer.m_cubeMap
  3741. , 1 < imageContainer.m_numMips
  3742. , imageContainer.m_numLayers
  3743. , imageContainer.m_format
  3744. );
  3745. ti.numMips = bx::min<uint8_t>(imageContainer.m_numMips-startLod, ti.numMips);
  3746. m_flags = _flags;
  3747. m_width = ti.width;
  3748. m_height = ti.height;
  3749. m_depth = ti.depth;
  3750. m_numLayers = ti.numLayers;
  3751. m_requestedFormat = uint8_t(imageContainer.m_format);
  3752. m_textureFormat = uint8_t(getViableTextureFormat(imageContainer) );
  3753. const bool convert = m_textureFormat != m_requestedFormat;
  3754. const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
  3755. if (imageContainer.m_cubeMap)
  3756. {
  3757. m_type = TextureCube;
  3758. }
  3759. else if (imageContainer.m_depth > 1)
  3760. {
  3761. m_type = Texture3D;
  3762. }
  3763. else
  3764. {
  3765. m_type = Texture2D;
  3766. }
  3767. m_numMips = ti.numMips;
  3768. const uint16_t numSides = ti.numLayers * (imageContainer.m_cubeMap ? 6 : 1);
  3769. const uint32_t numSrd = numSides * ti.numMips;
  3770. D3D11_SUBRESOURCE_DATA* srd = (D3D11_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D11_SUBRESOURCE_DATA) );
  3771. uint32_t kk = 0;
  3772. const bool compressed = bimg::isCompressed(bimg::TextureFormat::Enum(m_textureFormat) );
  3773. const bool swizzle = TextureFormat::BGRA8 == m_textureFormat && 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3774. BX_TRACE("Texture %3d: %s (requested: %s), layers %d, %dx%d%s%s%s."
  3775. , getHandle()
  3776. , getName( (TextureFormat::Enum)m_textureFormat)
  3777. , getName( (TextureFormat::Enum)m_requestedFormat)
  3778. , ti.numLayers
  3779. , ti.width
  3780. , ti.height
  3781. , imageContainer.m_cubeMap ? "x6" : ""
  3782. , 0 != (m_flags&BGFX_TEXTURE_RT_MASK) ? " (render target)" : ""
  3783. , swizzle ? " (swizzle BGRA8 -> RGBA8)" : ""
  3784. );
  3785. uint8_t* temp = NULL;
  3786. for (uint16_t side = 0; side < numSides; ++side)
  3787. {
  3788. for (uint8_t lod = 0, num = ti.numMips; lod < num; ++lod)
  3789. {
  3790. bimg::ImageMip mip;
  3791. if (bimg::imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  3792. {
  3793. srd[kk].pSysMem = mip.m_data;
  3794. if (convert)
  3795. {
  3796. uint32_t srcpitch = mip.m_width*bpp/8;
  3797. temp = (uint8_t*)bx::alloc(g_allocator, srcpitch*mip.m_height);
  3798. bimg::imageDecodeToBgra8(g_allocator, temp, mip.m_data, mip.m_width, mip.m_height, srcpitch, mip.m_format);
  3799. srd[kk].pSysMem = temp;
  3800. srd[kk].SysMemPitch = srcpitch;
  3801. }
  3802. else if (compressed)
  3803. {
  3804. srd[kk].SysMemPitch = (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize;
  3805. srd[kk].SysMemSlicePitch = (mip.m_height/blockInfo.blockHeight)*srd[kk].SysMemPitch;
  3806. }
  3807. else
  3808. {
  3809. srd[kk].SysMemPitch = mip.m_width*mip.m_bpp/8;
  3810. switch (m_textureFormat)
  3811. {
  3812. case TextureFormat::R5G6B5:
  3813. temp = (uint8_t*)bx::alloc(g_allocator, srd[kk].SysMemPitch*mip.m_height);
  3814. bimg::imageConvert(temp, 16, bx::packB5G6R5, mip.m_data, bx::unpackR5G6B5, srd[kk].SysMemPitch*mip.m_height);
  3815. srd[kk].pSysMem = temp;
  3816. break;
  3817. case TextureFormat::RGBA4:
  3818. temp = (uint8_t*)bx::alloc(g_allocator, srd[kk].SysMemPitch*mip.m_height);
  3819. bimg::imageConvert(temp, 16, bx::packBgra4, mip.m_data, bx::unpackRgba4, srd[kk].SysMemPitch*mip.m_height);
  3820. srd[kk].pSysMem = temp;
  3821. break;
  3822. case TextureFormat::RGB5A1:
  3823. temp = (uint8_t*)bx::alloc(g_allocator, srd[kk].SysMemPitch*mip.m_height);
  3824. bimg::imageConvert(temp, 16, bx::packBgr5a1, mip.m_data, bx::unpackRgb5a1, srd[kk].SysMemPitch*mip.m_height);
  3825. srd[kk].pSysMem = temp;
  3826. break;
  3827. }
  3828. }
  3829. srd[kk].SysMemSlicePitch = mip.m_height*srd[kk].SysMemPitch;
  3830. ++kk;
  3831. }
  3832. }
  3833. }
  3834. const bool writeOnly = 0 != (m_flags&(BGFX_TEXTURE_RT_WRITE_ONLY|BGFX_TEXTURE_READ_BACK) );
  3835. const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3836. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  3837. const bool srgb = 0 != (m_flags&BGFX_TEXTURE_SRGB);
  3838. const bool blit = 0 != (m_flags&BGFX_TEXTURE_BLIT_DST);
  3839. const bool readBack = 0 != (m_flags&BGFX_TEXTURE_READ_BACK);
  3840. const uint32_t msaaQuality = bx::uint32_satsub( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  3841. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  3842. const bool msaaSample = true
  3843. && 1 < msaa.Count
  3844. && 0 != (m_flags&BGFX_TEXTURE_MSAA_SAMPLE)
  3845. && !writeOnly
  3846. ;
  3847. const bool needResolve = true
  3848. && 1 < msaa.Count
  3849. && 0 == (m_flags&BGFX_TEXTURE_MSAA_SAMPLE)
  3850. && !writeOnly
  3851. ;
  3852. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  3853. bx::memSet(&srvd, 0, sizeof(srvd) );
  3854. DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN;
  3855. if (swizzle)
  3856. {
  3857. format = srgb ? DXGI_FORMAT_R8G8B8A8_UNORM_SRGB : DXGI_FORMAT_R8G8B8A8_UNORM;
  3858. srvd.Format = format;
  3859. }
  3860. else if (srgb)
  3861. {
  3862. format = s_textureFormat[m_textureFormat].m_fmtSrgb;
  3863. srvd.Format = format;
  3864. BX_WARN(format != DXGI_FORMAT_UNKNOWN, "sRGB not supported for texture format %d", m_textureFormat);
  3865. }
  3866. if (format == DXGI_FORMAT_UNKNOWN)
  3867. {
  3868. // not swizzled and not sRGB, or sRGB unsupported
  3869. format = s_textureFormat[m_textureFormat].m_fmt;
  3870. srvd.Format = getSrvFormat();
  3871. }
  3872. const bool directAccess = s_renderD3D11->m_directAccessSupport
  3873. && !renderTarget
  3874. && !readBack
  3875. && !blit
  3876. && !writeOnly
  3877. ;
  3878. switch (m_type)
  3879. {
  3880. case Texture2D:
  3881. case TextureCube:
  3882. {
  3883. D3D11_TEXTURE2D_DESC desc = {};
  3884. desc.Width = ti.width;
  3885. desc.Height = ti.height;
  3886. desc.MipLevels = ti.numMips;
  3887. desc.ArraySize = numSides;
  3888. desc.Format = format;
  3889. desc.SampleDesc = msaa;
  3890. desc.Usage = kk == 0 || blit ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  3891. desc.BindFlags = writeOnly ? 0 : D3D11_BIND_SHADER_RESOURCE;
  3892. desc.CPUAccessFlags = 0;
  3893. desc.MiscFlags = 0;
  3894. if (bimg::isDepth(bimg::TextureFormat::Enum(m_textureFormat) ) )
  3895. {
  3896. desc.BindFlags |= D3D11_BIND_DEPTH_STENCIL;
  3897. desc.Usage = D3D11_USAGE_DEFAULT;
  3898. }
  3899. else if (renderTarget)
  3900. {
  3901. desc.BindFlags |= D3D11_BIND_RENDER_TARGET;
  3902. desc.Usage = D3D11_USAGE_DEFAULT;
  3903. desc.MiscFlags |= 0
  3904. | (1 < ti.numMips ? D3D11_RESOURCE_MISC_GENERATE_MIPS : 0)
  3905. ;
  3906. }
  3907. if (computeWrite)
  3908. {
  3909. desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
  3910. desc.Usage = D3D11_USAGE_DEFAULT;
  3911. }
  3912. if (readBack)
  3913. {
  3914. desc.BindFlags = 0;
  3915. desc.Usage = D3D11_USAGE_STAGING;
  3916. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  3917. }
  3918. if (imageContainer.m_cubeMap)
  3919. {
  3920. desc.MiscFlags |= D3D11_RESOURCE_MISC_TEXTURECUBE;
  3921. if (1 < ti.numLayers)
  3922. {
  3923. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBEARRAY;
  3924. srvd.TextureCubeArray.MipLevels = ti.numMips;
  3925. srvd.TextureCubeArray.NumCubes = ti.numLayers;
  3926. }
  3927. else
  3928. {
  3929. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
  3930. srvd.TextureCube.MipLevels = ti.numMips;
  3931. }
  3932. }
  3933. else
  3934. {
  3935. if (msaaSample)
  3936. {
  3937. if (1 < ti.numLayers)
  3938. {
  3939. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DMSARRAY;
  3940. srvd.Texture2DMSArray.ArraySize = ti.numLayers;
  3941. }
  3942. else
  3943. {
  3944. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DMS;
  3945. }
  3946. }
  3947. else
  3948. {
  3949. if (1 < ti.numLayers)
  3950. {
  3951. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
  3952. srvd.Texture2DArray.MipLevels = ti.numMips;
  3953. srvd.Texture2DArray.ArraySize = ti.numLayers;
  3954. }
  3955. else
  3956. {
  3957. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
  3958. srvd.Texture2D.MipLevels = ti.numMips;
  3959. }
  3960. }
  3961. }
  3962. if (needResolve)
  3963. {
  3964. DX_CHECK(s_renderD3D11->m_device->CreateTexture2D(&desc, NULL, &m_rt2d) );
  3965. desc.BindFlags &= ~(D3D11_BIND_RENDER_TARGET|D3D11_BIND_DEPTH_STENCIL);
  3966. desc.SampleDesc = s_msaa[0];
  3967. }
  3968. if (directAccess)
  3969. {
  3970. directAccessPtr = m_dar.createTexture2D(&desc, kk == 0 ? NULL : srd, &m_texture2d);
  3971. }
  3972. else
  3973. {
  3974. DX_CHECK(s_renderD3D11->m_device->CreateTexture2D(&desc, kk == 0 ? NULL : srd, &m_texture2d) );
  3975. }
  3976. }
  3977. break;
  3978. case Texture3D:
  3979. {
  3980. D3D11_TEXTURE3D_DESC desc = {};
  3981. desc.Width = ti.width;
  3982. desc.Height = ti.height;
  3983. desc.Depth = ti.depth;
  3984. desc.MipLevels = ti.numMips;
  3985. desc.Format = format;
  3986. desc.Usage = kk == 0 || blit ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  3987. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  3988. desc.CPUAccessFlags = 0;
  3989. desc.MiscFlags = 0;
  3990. if (renderTarget)
  3991. {
  3992. desc.BindFlags |= D3D11_BIND_RENDER_TARGET;
  3993. desc.Usage = D3D11_USAGE_DEFAULT;
  3994. desc.MiscFlags |= 0
  3995. | (1 < ti.numMips ? D3D11_RESOURCE_MISC_GENERATE_MIPS : 0)
  3996. ;
  3997. }
  3998. if (computeWrite)
  3999. {
  4000. desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
  4001. desc.Usage = D3D11_USAGE_DEFAULT;
  4002. }
  4003. if (readBack)
  4004. {
  4005. desc.BindFlags = 0;
  4006. desc.Usage = D3D11_USAGE_STAGING;
  4007. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  4008. }
  4009. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
  4010. srvd.Texture3D.MipLevels = ti.numMips;
  4011. if (directAccess)
  4012. {
  4013. directAccessPtr = m_dar.createTexture3D(&desc, kk == 0 ? NULL : srd, &m_texture3d);
  4014. }
  4015. else
  4016. {
  4017. DX_CHECK(s_renderD3D11->m_device->CreateTexture3D(&desc, kk == 0 ? NULL : srd, &m_texture3d) );
  4018. }
  4019. }
  4020. break;
  4021. }
  4022. if (!writeOnly)
  4023. {
  4024. DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(m_ptr, &srvd, &m_srv) );
  4025. }
  4026. if (computeWrite)
  4027. {
  4028. DX_CHECK(s_renderD3D11->m_device->CreateUnorderedAccessView(m_ptr, NULL, &m_uav) );
  4029. }
  4030. if (temp != NULL)
  4031. {
  4032. kk = 0;
  4033. for (uint16_t side = 0; side < numSides; ++side)
  4034. {
  4035. for (uint32_t lod = 0, num = ti.numMips; lod < num; ++lod)
  4036. {
  4037. bx::free(g_allocator, const_cast<void*>(srd[kk].pSysMem) );
  4038. ++kk;
  4039. }
  4040. }
  4041. }
  4042. }
  4043. return directAccessPtr;
  4044. }
  4045. void TextureD3D11::destroy()
  4046. {
  4047. m_dar.destroy();
  4048. s_renderD3D11->m_srvUavLru.invalidateWithParent(getHandle().idx);
  4049. DX_RELEASE(m_rt, 0);
  4050. DX_RELEASE(m_srv, 0);
  4051. DX_RELEASE(m_uav, 0);
  4052. if (0 == (m_flags & BGFX_SAMPLER_INTERNAL_SHARED) )
  4053. {
  4054. DX_RELEASE(m_ptr, 0);
  4055. }
  4056. }
  4057. void TextureD3D11::overrideInternal(uintptr_t _ptr)
  4058. {
  4059. D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc{};
  4060. const bool readable = (m_srv != NULL);
  4061. if (readable)
  4062. {
  4063. m_srv->GetDesc(&srvDesc);
  4064. }
  4065. destroy();
  4066. m_flags |= BGFX_SAMPLER_INTERNAL_SHARED;
  4067. m_ptr = (ID3D11Resource*)_ptr;
  4068. if (readable)
  4069. {
  4070. s_renderD3D11->m_device->CreateShaderResourceView(m_ptr, &srvDesc, &m_srv);
  4071. }
  4072. }
  4073. void TextureD3D11::update(uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  4074. {
  4075. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4076. D3D11_BOX box;
  4077. box.left = _rect.m_x;
  4078. box.top = _rect.m_y;
  4079. box.right = box.left + _rect.m_width;
  4080. box.bottom = box.top + _rect.m_height;
  4081. uint32_t layer = 0;
  4082. if (TextureD3D11::Texture3D == m_type)
  4083. {
  4084. box.front = _z;
  4085. box.back = box.front + _depth;
  4086. }
  4087. else
  4088. {
  4089. layer = _z * (TextureD3D11::TextureCube == m_type ? 6 : 1);
  4090. box.front = 0;
  4091. box.back = 1;
  4092. }
  4093. const bimg::ImageBlockInfo& blockInfo = bimg::getBlockInfo(bimg::TextureFormat::Enum(m_textureFormat) );
  4094. const uint16_t bpp = blockInfo.bitsPerPixel;
  4095. const uint32_t subres = _mip + ( (layer + _side) * m_numMips);
  4096. const bool depth = bimg::isDepth(bimg::TextureFormat::Enum(m_textureFormat) );
  4097. uint32_t rectpitch = _rect.m_width*bpp/8;
  4098. if (bimg::isCompressed(bimg::TextureFormat::Enum(m_textureFormat) ) )
  4099. {
  4100. rectpitch = (_rect.m_width / blockInfo.blockWidth)*blockInfo.blockSize;
  4101. }
  4102. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  4103. const uint32_t slicepitch = rectpitch*_rect.m_height;
  4104. const bool convert = m_textureFormat != m_requestedFormat;
  4105. uint8_t* data = _mem->data;
  4106. uint8_t* temp = NULL;
  4107. if (convert)
  4108. {
  4109. temp = (uint8_t*)bx::alloc(g_allocator, slicepitch);
  4110. bimg::imageDecodeToBgra8(g_allocator, temp, data, _rect.m_width, _rect.m_height, srcpitch, bimg::TextureFormat::Enum(m_requestedFormat) );
  4111. data = temp;
  4112. box.right = bx::max(1u, m_width >> _mip);
  4113. box.bottom = bx::max(1u, m_height >> _mip);
  4114. }
  4115. deviceCtx->UpdateSubresource(
  4116. m_ptr
  4117. , subres
  4118. , depth ? NULL : &box
  4119. , data
  4120. , srcpitch
  4121. , TextureD3D11::Texture3D == m_type ? slicepitch : 0
  4122. );
  4123. if (NULL != temp)
  4124. {
  4125. bx::free(g_allocator, temp);
  4126. }
  4127. }
  4128. void TextureD3D11::commit(uint8_t _stage, uint32_t _flags, const float _palette[][4])
  4129. {
  4130. TextureStage& ts = s_renderD3D11->m_textureStage;
  4131. if (0 != (_flags & BGFX_SAMPLER_SAMPLE_STENCIL) )
  4132. {
  4133. ts.m_srv[_stage] = s_renderD3D11->getCachedSrv(
  4134. TextureHandle{ uint16_t(this - s_renderD3D11->m_textures) }
  4135. , 0
  4136. , false
  4137. , true
  4138. );
  4139. }
  4140. else
  4141. {
  4142. ts.m_srv[_stage] = m_srv;
  4143. }
  4144. const uint32_t flags = 0 == (BGFX_SAMPLER_INTERNAL_DEFAULT & _flags)
  4145. ? _flags
  4146. : uint32_t(m_flags)
  4147. ;
  4148. uint32_t index = (flags & BGFX_SAMPLER_BORDER_COLOR_MASK) >> BGFX_SAMPLER_BORDER_COLOR_SHIFT;
  4149. ts.m_sampler[_stage] = s_renderD3D11->getSamplerState(flags, _palette[index]);
  4150. }
  4151. void TextureD3D11::resolve(uint8_t _resolve, uint32_t _layer, uint32_t _numLayers, uint32_t _mip) const
  4152. {
  4153. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4154. const bool needResolve = NULL != m_rt;
  4155. if (needResolve)
  4156. {
  4157. for (uint32_t ii = _layer; ii < _numLayers; ++ii)
  4158. {
  4159. const UINT resource = _mip + (ii * m_numMips);
  4160. deviceCtx->ResolveSubresource(m_texture2d, resource, m_rt, resource, s_textureFormat[m_textureFormat].m_fmt);
  4161. }
  4162. }
  4163. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  4164. if (renderTarget
  4165. && 1 < m_numMips
  4166. && 0 != (_resolve & BGFX_RESOLVE_AUTO_GEN_MIPS) )
  4167. {
  4168. deviceCtx->GenerateMips(m_srv);
  4169. }
  4170. }
  4171. TextureHandle TextureD3D11::getHandle() const
  4172. {
  4173. TextureHandle handle = { (uint16_t)(this - s_renderD3D11->m_textures) };
  4174. return handle;
  4175. }
  4176. DXGI_FORMAT TextureD3D11::getSrvFormat() const
  4177. {
  4178. if (bimg::isDepth(bimg::TextureFormat::Enum(m_textureFormat) ) )
  4179. {
  4180. return s_textureFormat[m_textureFormat].m_fmtSrv;
  4181. }
  4182. return 0 != (m_flags&BGFX_TEXTURE_SRGB)
  4183. ? s_textureFormat[m_textureFormat].m_fmtSrgb
  4184. : s_textureFormat[m_textureFormat].m_fmt
  4185. ;
  4186. }
  4187. void FrameBufferD3D11::create(uint8_t _num, const Attachment* _attachment)
  4188. {
  4189. for (uint32_t ii = 0; ii < BX_COUNTOF(m_rtv); ++ii)
  4190. {
  4191. m_rtv[ii] = NULL;
  4192. }
  4193. for (uint32_t ii = 0; ii < BX_COUNTOF(m_uav); ++ii)
  4194. {
  4195. m_uav[ii] = NULL;
  4196. }
  4197. m_dsv = NULL;
  4198. m_swapChain = NULL;
  4199. m_denseIdx = UINT16_MAX;
  4200. m_numTh = _num;
  4201. m_needPresent = false;
  4202. bx::memCopy(m_attachment, _attachment, _num*sizeof(Attachment) );
  4203. postReset();
  4204. }
  4205. void FrameBufferD3D11::create(uint16_t _denseIdx, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _format, TextureFormat::Enum _depthFormat)
  4206. {
  4207. SwapChainDesc scd;
  4208. bx::memCopy(&scd, &s_renderD3D11->m_scd, sizeof(SwapChainDesc) );
  4209. scd.format = TextureFormat::Count == _format ? scd.format : s_textureFormat[_format].m_fmt;
  4210. scd.width = _width;
  4211. scd.height = _height;
  4212. scd.nwh = _nwh;
  4213. scd.ndt = NULL;
  4214. scd.sampleDesc = s_msaa[0];
  4215. ID3D11Device* device = s_renderD3D11->m_device;
  4216. HRESULT hr = s_renderD3D11->m_dxgi.createSwapChain(device
  4217. , scd
  4218. , &m_swapChain
  4219. );
  4220. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Failed to create swap chain.");
  4221. #if BX_PLATFORM_WINDOWS
  4222. DX_CHECK(s_renderD3D11->m_dxgi.m_factory->MakeWindowAssociation(
  4223. (HWND)_nwh
  4224. , 0
  4225. | DXGI_MWA_NO_WINDOW_CHANGES
  4226. | DXGI_MWA_NO_ALT_ENTER
  4227. ) );
  4228. #endif // BX_PLATFORM_WINDOWS
  4229. ID3D11Resource* ptr;
  4230. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&ptr) );
  4231. DX_CHECK(device->CreateRenderTargetView(ptr, NULL, &m_rtv[0]) );
  4232. DX_RELEASE(ptr, 0);
  4233. DXGI_FORMAT fmtDsv = bimg::isDepth(bimg::TextureFormat::Enum(_depthFormat) )
  4234. ? s_textureFormat[_depthFormat].m_fmtDsv
  4235. : DXGI_FORMAT_D24_UNORM_S8_UINT
  4236. ;
  4237. D3D11_TEXTURE2D_DESC dsd;
  4238. dsd.Width = scd.width;
  4239. dsd.Height = scd.height;
  4240. dsd.MipLevels = 1;
  4241. dsd.ArraySize = 1;
  4242. dsd.Format = fmtDsv;
  4243. dsd.SampleDesc = scd.sampleDesc;
  4244. dsd.Usage = D3D11_USAGE_DEFAULT;
  4245. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  4246. dsd.CPUAccessFlags = 0;
  4247. dsd.MiscFlags = 0;
  4248. ID3D11Texture2D* depthStencil;
  4249. DX_CHECK(device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  4250. DX_CHECK(device->CreateDepthStencilView(depthStencil, NULL, &m_dsv) );
  4251. DX_RELEASE(depthStencil, 0);
  4252. m_srv[0] = NULL;
  4253. m_nwh = _nwh;
  4254. m_denseIdx = _denseIdx;
  4255. m_num = 1;
  4256. }
  4257. uint16_t FrameBufferD3D11::destroy()
  4258. {
  4259. preReset(true);
  4260. DX_RELEASE(m_swapChain, 0);
  4261. m_num = 0;
  4262. m_nwh = NULL;
  4263. m_numTh = 0;
  4264. m_needPresent = false;
  4265. uint16_t denseIdx = m_denseIdx;
  4266. m_denseIdx = UINT16_MAX;
  4267. return denseIdx;
  4268. }
  4269. void FrameBufferD3D11::preReset(bool _force)
  4270. {
  4271. if (0 < m_numTh
  4272. || _force)
  4273. {
  4274. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4275. {
  4276. DX_RELEASE(m_srv[ii], 0);
  4277. DX_RELEASE(m_rtv[ii], 0);
  4278. }
  4279. DX_RELEASE(m_dsv, 0);
  4280. }
  4281. }
  4282. void FrameBufferD3D11::postReset()
  4283. {
  4284. m_width = 0;
  4285. m_height = 0;
  4286. if (0 < m_numTh)
  4287. {
  4288. m_num = 0;
  4289. m_numUav = 0;
  4290. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  4291. {
  4292. const Attachment& at = m_attachment[ii];
  4293. if (isValid(at.handle) )
  4294. {
  4295. const TextureD3D11& texture = s_renderD3D11->m_textures[at.handle.idx];
  4296. if (0 == m_width)
  4297. {
  4298. switch (texture.m_type)
  4299. {
  4300. case TextureD3D11::Texture2D:
  4301. case TextureD3D11::TextureCube:
  4302. {
  4303. D3D11_TEXTURE2D_DESC desc;
  4304. texture.m_texture2d->GetDesc(&desc);
  4305. m_width = desc.Width;
  4306. m_height = desc.Height;
  4307. }
  4308. break;
  4309. case TextureD3D11::Texture3D:
  4310. {
  4311. D3D11_TEXTURE3D_DESC desc;
  4312. texture.m_texture3d->GetDesc(&desc);
  4313. m_width = desc.Width;
  4314. m_height = desc.Height;
  4315. }
  4316. break;
  4317. }
  4318. }
  4319. const uint32_t msaaQuality = bx::uint32_satsub( (texture.m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  4320. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  4321. if (bimg::isDepth(bimg::TextureFormat::Enum(texture.m_textureFormat) ) )
  4322. {
  4323. BX_ASSERT(NULL == m_dsv, "Frame buffer already has depth-stencil attached.");
  4324. D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  4325. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  4326. dsvDesc.Flags = 0;
  4327. switch (texture.m_type)
  4328. {
  4329. default:
  4330. case TextureD3D11::Texture2D:
  4331. {
  4332. if (1 < msaa.Count)
  4333. {
  4334. if (1 < texture.m_numLayers)
  4335. {
  4336. dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DMSARRAY;
  4337. dsvDesc.Texture2DMSArray.FirstArraySlice = at.layer;
  4338. dsvDesc.Texture2DMSArray.ArraySize = at.numLayers;
  4339. }
  4340. else
  4341. {
  4342. dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DMS;
  4343. }
  4344. }
  4345. else
  4346. {
  4347. if (1 < texture.m_numLayers)
  4348. {
  4349. dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY;
  4350. dsvDesc.Texture2DArray.FirstArraySlice = at.layer;
  4351. dsvDesc.Texture2DArray.ArraySize = at.numLayers;
  4352. dsvDesc.Texture2DArray.MipSlice = at.mip;
  4353. }
  4354. else
  4355. {
  4356. dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
  4357. dsvDesc.Texture2D.MipSlice = at.mip;
  4358. }
  4359. }
  4360. DX_CHECK(s_renderD3D11->m_device->CreateDepthStencilView(
  4361. NULL == texture.m_rt ? texture.m_ptr : texture.m_rt
  4362. , &dsvDesc
  4363. , &m_dsv
  4364. ) );
  4365. }
  4366. break;
  4367. case TextureD3D11::TextureCube:
  4368. {
  4369. if (1 < msaa.Count)
  4370. {
  4371. dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DMSARRAY;
  4372. dsvDesc.Texture2DMSArray.FirstArraySlice = at.layer;
  4373. dsvDesc.Texture2DMSArray.ArraySize = at.numLayers;
  4374. }
  4375. else
  4376. {
  4377. dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY;
  4378. dsvDesc.Texture2DArray.FirstArraySlice = at.layer;
  4379. dsvDesc.Texture2DArray.ArraySize = at.numLayers;
  4380. dsvDesc.Texture2DArray.MipSlice = at.mip;
  4381. }
  4382. DX_CHECK(s_renderD3D11->m_device->CreateDepthStencilView(texture.m_ptr, &dsvDesc, &m_dsv) );
  4383. }
  4384. break;
  4385. }
  4386. }
  4387. else if (Access::Write == at.access)
  4388. {
  4389. D3D11_RENDER_TARGET_VIEW_DESC desc;
  4390. desc.Format = texture.getSrvFormat();
  4391. switch (texture.m_type)
  4392. {
  4393. default:
  4394. case TextureD3D11::Texture2D:
  4395. if (1 < msaa.Count)
  4396. {
  4397. if (1 < texture.m_numLayers)
  4398. {
  4399. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY;
  4400. desc.Texture2DMSArray.FirstArraySlice = at.layer;
  4401. desc.Texture2DMSArray.ArraySize = at.numLayers;
  4402. }
  4403. else
  4404. {
  4405. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DMS;
  4406. }
  4407. }
  4408. else
  4409. {
  4410. if (1 < texture.m_numLayers)
  4411. {
  4412. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
  4413. desc.Texture2DArray.FirstArraySlice = at.layer;
  4414. desc.Texture2DArray.ArraySize = at.numLayers;
  4415. desc.Texture2DArray.MipSlice = at.mip;
  4416. }
  4417. else
  4418. {
  4419. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
  4420. desc.Texture2D.MipSlice = at.mip;
  4421. }
  4422. }
  4423. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(
  4424. NULL == texture.m_rt ? texture.m_ptr : texture.m_rt
  4425. , &desc
  4426. , &m_rtv[m_num]
  4427. ) );
  4428. break;
  4429. case TextureD3D11::TextureCube:
  4430. if (1 < msaa.Count)
  4431. {
  4432. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY;
  4433. desc.Texture2DMSArray.FirstArraySlice = at.layer;
  4434. desc.Texture2DMSArray.ArraySize = at.numLayers;
  4435. }
  4436. else
  4437. {
  4438. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
  4439. desc.Texture2DArray.FirstArraySlice = at.layer;
  4440. desc.Texture2DArray.ArraySize = at.numLayers;
  4441. desc.Texture2DArray.MipSlice = at.mip;
  4442. }
  4443. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(texture.m_ptr, &desc, &m_rtv[m_num]) );
  4444. break;
  4445. case TextureD3D11::Texture3D:
  4446. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D;
  4447. desc.Texture3D.MipSlice = at.mip;
  4448. desc.Texture3D.FirstWSlice = at.layer;
  4449. desc.Texture3D.WSize = at.numLayers;
  4450. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(texture.m_ptr, &desc, &m_rtv[m_num]) );
  4451. break;
  4452. }
  4453. D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc{};
  4454. texture.m_srv->GetDesc(&srvDesc);
  4455. DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(texture.m_ptr, &srvDesc, &m_srv[m_num]));
  4456. m_num++;
  4457. }
  4458. else
  4459. {
  4460. m_uav[m_numUav++] = texture.m_uav;
  4461. }
  4462. }
  4463. }
  4464. }
  4465. }
  4466. void FrameBufferD3D11::resolve()
  4467. {
  4468. if (0 < m_numTh)
  4469. {
  4470. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  4471. {
  4472. const Attachment& at = m_attachment[ii];
  4473. if (isValid(at.handle) )
  4474. {
  4475. const TextureD3D11& texture = s_renderD3D11->m_textures[at.handle.idx];
  4476. texture.resolve(at.resolve, at.layer, at.numLayers, at.mip);
  4477. }
  4478. }
  4479. }
  4480. }
  4481. void FrameBufferD3D11::clear(const Clear& _clear, const float _palette[][4])
  4482. {
  4483. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4484. if (BGFX_CLEAR_COLOR & _clear.m_flags)
  4485. {
  4486. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  4487. {
  4488. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4489. {
  4490. uint8_t index = _clear.m_index[ii];
  4491. if (NULL != m_rtv[ii]
  4492. && UINT8_MAX != index)
  4493. {
  4494. deviceCtx->ClearRenderTargetView(m_rtv[ii], _palette[index]);
  4495. }
  4496. }
  4497. }
  4498. else
  4499. {
  4500. float frgba[4] =
  4501. {
  4502. _clear.m_index[0]*1.0f/255.0f,
  4503. _clear.m_index[1]*1.0f/255.0f,
  4504. _clear.m_index[2]*1.0f/255.0f,
  4505. _clear.m_index[3]*1.0f/255.0f,
  4506. };
  4507. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4508. {
  4509. if (NULL != m_rtv[ii])
  4510. {
  4511. deviceCtx->ClearRenderTargetView(m_rtv[ii], frgba);
  4512. }
  4513. }
  4514. }
  4515. }
  4516. if (NULL != m_dsv
  4517. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  4518. {
  4519. DWORD flags = 0;
  4520. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D11_CLEAR_DEPTH : 0;
  4521. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D11_CLEAR_STENCIL : 0;
  4522. deviceCtx->ClearDepthStencilView(m_dsv, flags, _clear.m_depth, _clear.m_stencil);
  4523. }
  4524. }
  4525. void FrameBufferD3D11::set()
  4526. {
  4527. s_renderD3D11->m_deviceCtx->OMSetRenderTargets(m_num, m_rtv, m_dsv);
  4528. m_needPresent = UINT16_MAX != m_denseIdx;
  4529. s_renderD3D11->m_currentColor = m_rtv[0];
  4530. s_renderD3D11->m_currentDepthStencil = m_dsv;
  4531. }
  4532. HRESULT FrameBufferD3D11::present(uint32_t _syncInterval)
  4533. {
  4534. if (m_needPresent)
  4535. {
  4536. HRESULT hr = m_swapChain->Present(_syncInterval, 0);
  4537. hr = !isLost(hr) ? S_OK : hr;
  4538. m_needPresent = false;
  4539. return hr;
  4540. }
  4541. return S_OK;
  4542. }
  4543. void TimerQueryD3D11::postReset()
  4544. {
  4545. ID3D11Device* device = s_renderD3D11->m_device;
  4546. D3D11_QUERY_DESC qd;
  4547. qd.MiscFlags = 0;
  4548. for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
  4549. {
  4550. Query& query = m_query[ii];
  4551. query.m_ready = false;
  4552. qd.Query = D3D11_QUERY_TIMESTAMP_DISJOINT;
  4553. DX_CHECK(device->CreateQuery(&qd, &query.m_disjoint) );
  4554. qd.Query = D3D11_QUERY_TIMESTAMP;
  4555. DX_CHECK(device->CreateQuery(&qd, &query.m_begin) );
  4556. DX_CHECK(device->CreateQuery(&qd, &query.m_end) );
  4557. }
  4558. for (uint32_t ii = 0; ii < BX_COUNTOF(m_result); ++ii)
  4559. {
  4560. Result& result = m_result[ii];
  4561. result.reset();
  4562. }
  4563. m_control.reset();
  4564. }
  4565. void TimerQueryD3D11::preReset()
  4566. {
  4567. for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
  4568. {
  4569. Query& query = m_query[ii];
  4570. DX_RELEASE(query.m_disjoint, 0);
  4571. DX_RELEASE(query.m_begin, 0);
  4572. DX_RELEASE(query.m_end, 0);
  4573. }
  4574. }
  4575. uint32_t TimerQueryD3D11::begin(uint32_t _resultIdx, uint32_t _frameNum)
  4576. {
  4577. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4578. while (0 == m_control.reserve(1) )
  4579. {
  4580. update();
  4581. }
  4582. Result& result = m_result[_resultIdx];
  4583. ++result.m_pending;
  4584. const uint32_t idx = m_control.m_current;
  4585. Query& query = m_query[idx];
  4586. query.m_resultIdx = _resultIdx;
  4587. query.m_ready = false;
  4588. query.m_frameNum = _frameNum;
  4589. deviceCtx->Begin(query.m_disjoint);
  4590. deviceCtx->End(query.m_begin);
  4591. m_control.commit(1);
  4592. return idx;
  4593. }
  4594. void TimerQueryD3D11::end(uint32_t _idx)
  4595. {
  4596. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4597. Query& query = m_query[_idx];
  4598. query.m_ready = true;
  4599. deviceCtx->End(query.m_end);
  4600. deviceCtx->End(query.m_disjoint);
  4601. while (update() )
  4602. {
  4603. }
  4604. }
  4605. bool TimerQueryD3D11::update()
  4606. {
  4607. if (0 != m_control.available() )
  4608. {
  4609. Query& query = m_query[m_control.m_read];
  4610. if (!query.m_ready)
  4611. {
  4612. return false;
  4613. }
  4614. uint64_t timeEnd;
  4615. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4616. HRESULT hr = deviceCtx->GetData(query.m_end, &timeEnd, sizeof(timeEnd), D3D11_ASYNC_GETDATA_DONOTFLUSH);
  4617. if (S_OK == hr
  4618. || isLost(hr) )
  4619. {
  4620. m_control.consume(1);
  4621. struct D3D11_QUERY_DATA_TIMESTAMP_DISJOINT
  4622. {
  4623. UINT64 Frequency;
  4624. BOOL Disjoint;
  4625. };
  4626. D3D11_QUERY_DATA_TIMESTAMP_DISJOINT disjoint;
  4627. DX_CHECK(deviceCtx->GetData(query.m_disjoint, &disjoint, sizeof(disjoint), 0) );
  4628. uint64_t timeBegin;
  4629. DX_CHECK(deviceCtx->GetData(query.m_begin, &timeBegin, sizeof(timeBegin), 0) );
  4630. Result& result = m_result[query.m_resultIdx];
  4631. --result.m_pending;
  4632. result.m_frameNum = query.m_frameNum;
  4633. result.m_frequency = disjoint.Frequency;
  4634. result.m_begin = timeBegin;
  4635. result.m_end = timeEnd;
  4636. return true;
  4637. }
  4638. }
  4639. return false;
  4640. }
  4641. void OcclusionQueryD3D11::postReset()
  4642. {
  4643. ID3D11Device* device = s_renderD3D11->m_device;
  4644. D3D11_QUERY_DESC desc;
  4645. desc.Query = D3D11_QUERY_OCCLUSION;
  4646. desc.MiscFlags = 0;
  4647. for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
  4648. {
  4649. Query& query = m_query[ii];
  4650. DX_CHECK(device->CreateQuery(&desc, &query.m_ptr) );
  4651. }
  4652. }
  4653. void OcclusionQueryD3D11::preReset()
  4654. {
  4655. for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
  4656. {
  4657. Query& query = m_query[ii];
  4658. DX_RELEASE(query.m_ptr, 0);
  4659. }
  4660. }
  4661. void OcclusionQueryD3D11::begin(Frame* _render, OcclusionQueryHandle _handle)
  4662. {
  4663. while (0 == m_control.reserve(1) )
  4664. {
  4665. resolve(_render, true);
  4666. }
  4667. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4668. Query& query = m_query[m_control.m_current];
  4669. deviceCtx->Begin(query.m_ptr);
  4670. query.m_handle = _handle;
  4671. }
  4672. void OcclusionQueryD3D11::end()
  4673. {
  4674. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4675. Query& query = m_query[m_control.m_current];
  4676. deviceCtx->End(query.m_ptr);
  4677. m_control.commit(1);
  4678. }
  4679. void OcclusionQueryD3D11::resolve(Frame* _render, bool _wait)
  4680. {
  4681. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4682. while (0 != m_control.available() )
  4683. {
  4684. Query& query = m_query[m_control.m_read];
  4685. if (isValid(query.m_handle) )
  4686. {
  4687. uint64_t result = 0;
  4688. HRESULT hr = deviceCtx->GetData(query.m_ptr, &result, sizeof(result), _wait ? 0 : D3D11_ASYNC_GETDATA_DONOTFLUSH);
  4689. if (S_FALSE == hr)
  4690. {
  4691. break;
  4692. }
  4693. _render->m_occlusion[query.m_handle.idx] = int32_t(result);
  4694. }
  4695. m_control.consume(1);
  4696. }
  4697. }
  4698. void OcclusionQueryD3D11::invalidate(OcclusionQueryHandle _handle)
  4699. {
  4700. const uint32_t size = m_control.m_size;
  4701. for (uint32_t ii = 0, num = m_control.available(); ii < num; ++ii)
  4702. {
  4703. Query& query = m_query[(m_control.m_read + ii) % size];
  4704. if (query.m_handle.idx == _handle.idx)
  4705. {
  4706. query.m_handle.idx = bgfx::kInvalidHandle;
  4707. }
  4708. }
  4709. }
  4710. void RendererContextD3D11::submitBlit(BlitState& _bs, uint16_t _view)
  4711. {
  4712. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  4713. while (_bs.hasItem(_view) )
  4714. {
  4715. const BlitItem& blit = _bs.advance();
  4716. const TextureD3D11& src = m_textures[blit.m_src.idx];
  4717. const TextureD3D11& dst = m_textures[blit.m_dst.idx];
  4718. if (TextureD3D11::Texture3D == src.m_type)
  4719. {
  4720. D3D11_BOX box;
  4721. box.left = blit.m_srcX;
  4722. box.top = blit.m_srcY;
  4723. box.front = blit.m_srcZ;
  4724. box.right = blit.m_srcX + blit.m_width;
  4725. box.bottom = blit.m_srcY + blit.m_height;
  4726. box.back = blit.m_srcZ + bx::uint32_imax(1, blit.m_depth);
  4727. deviceCtx->CopySubresourceRegion(dst.m_ptr
  4728. , blit.m_dstMip
  4729. , blit.m_dstX
  4730. , blit.m_dstY
  4731. , blit.m_dstZ
  4732. , src.m_ptr
  4733. , blit.m_srcMip
  4734. , &box
  4735. );
  4736. }
  4737. else
  4738. {
  4739. bool depthStencil = bimg::isDepth(bimg::TextureFormat::Enum(src.m_textureFormat) );
  4740. BX_ASSERT(!depthStencil
  4741. || (blit.m_width == bx::uint32_max(1, src.m_width >> blit.m_srcMip) && blit.m_height == bx::uint32_max(1, src.m_height >> blit.m_srcMip))
  4742. , "When blitting depthstencil surface, source resolution must match destination."
  4743. );
  4744. D3D11_BOX box;
  4745. box.left = blit.m_srcX;
  4746. box.top = blit.m_srcY;
  4747. box.front = 0;
  4748. box.right = blit.m_srcX + blit.m_width;
  4749. box.bottom = blit.m_srcY + blit.m_height;
  4750. box.back = 1;
  4751. const uint32_t srcZ = blit.m_srcZ;
  4752. const uint32_t dstZ = blit.m_dstZ;
  4753. deviceCtx->CopySubresourceRegion(dst.m_ptr
  4754. , dstZ*dst.m_numMips+blit.m_dstMip
  4755. , blit.m_dstX
  4756. , blit.m_dstY
  4757. , 0
  4758. , src.m_ptr
  4759. , srcZ*src.m_numMips+blit.m_srcMip
  4760. , depthStencil ? NULL : &box
  4761. );
  4762. }
  4763. }
  4764. }
  4765. void RendererContextD3D11::submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter)
  4766. {
  4767. if (m_lost)
  4768. {
  4769. return;
  4770. }
  4771. updateNativeWindow();
  4772. if (updateResolution(_render->m_resolution) )
  4773. {
  4774. return;
  4775. }
  4776. if (_render->m_capture)
  4777. {
  4778. renderDocTriggerCapture();
  4779. }
  4780. BGFX_D3D11_PROFILER_BEGIN_LITERAL("rendererSubmit", kColorView);
  4781. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  4782. int64_t timeBegin = bx::getHPCounter();
  4783. int64_t captureElapsed = 0;
  4784. uint32_t frameQueryIdx = UINT32_MAX;
  4785. if (m_timerQuerySupport)
  4786. {
  4787. frameQueryIdx = m_gpuTimer.begin(BGFX_CONFIG_MAX_VIEWS, _render->m_frameNum);
  4788. }
  4789. if (0 < _render->m_iboffset)
  4790. {
  4791. BGFX_PROFILER_SCOPE("bgfx/Update transient index buffer", kColorResource);
  4792. TransientIndexBuffer* ib = _render->m_transientIb;
  4793. m_indexBuffers[ib->handle.idx].update(0, _render->m_iboffset, ib->data, true);
  4794. }
  4795. if (0 < _render->m_vboffset)
  4796. {
  4797. BGFX_PROFILER_SCOPE("bgfx/Update transient vertex buffer", kColorResource);
  4798. TransientVertexBuffer* vb = _render->m_transientVb;
  4799. m_vertexBuffers[vb->handle.idx].update(0, _render->m_vboffset, vb->data, true);
  4800. }
  4801. _render->sort();
  4802. RenderDraw currentState;
  4803. currentState.clear();
  4804. currentState.m_stateFlags = BGFX_STATE_NONE;
  4805. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  4806. uint32_t currentNumVertices = 0;
  4807. RenderBind currentBind;
  4808. currentBind.clear();
  4809. static ViewState viewState;
  4810. viewState.reset(_render);
  4811. bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME);
  4812. bool scissorEnabled = false;
  4813. setDebugWireframe(wireframe);
  4814. ProgramHandle currentProgram = BGFX_INVALID_HANDLE;
  4815. SortKey key;
  4816. uint16_t view = UINT16_MAX;
  4817. FrameBufferHandle fbh = { BGFX_CONFIG_MAX_FRAME_BUFFERS };
  4818. BlitState bs(_render);
  4819. const uint64_t primType = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  4820. uint8_t primIndex = uint8_t(primType >> BGFX_STATE_PT_SHIFT);
  4821. PrimInfo prim = s_primInfo[primIndex];
  4822. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  4823. bool wasCompute = false;
  4824. bool viewHasScissor = false;
  4825. Rect viewScissorRect;
  4826. viewScissorRect.clear();
  4827. const uint32_t maxComputeBindings = g_caps.limits.maxComputeBindings;
  4828. const uint32_t maxTextureSamplers = g_caps.limits.maxTextureSamplers;
  4829. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  4830. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  4831. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  4832. uint32_t statsNumDrawIndirect[BX_COUNTOF(s_primInfo)] = {};
  4833. uint32_t statsNumIndices = 0;
  4834. uint32_t statsKeyType[2] = {};
  4835. Profiler<TimerQueryD3D11> profiler(
  4836. _render
  4837. , m_gpuTimer
  4838. , s_viewName
  4839. , m_timerQuerySupport
  4840. );
  4841. m_occlusionQuery.resolve(_render);
  4842. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  4843. {
  4844. // reset the framebuffer to be the backbuffer; depending on the swap effect,
  4845. // if we don't do this we'll only see one frame of output and then nothing
  4846. setFrameBuffer(BGFX_INVALID_HANDLE, true, false);
  4847. viewState.m_rect = _render->m_view[0].m_rect;
  4848. int32_t numItems = _render->m_numRenderItems;
  4849. for (int32_t item = 0; item < numItems;)
  4850. {
  4851. const uint64_t encodedKey = _render->m_sortKeys[item];
  4852. const bool isCompute = key.decode(encodedKey, _render->m_viewRemap);
  4853. statsKeyType[isCompute]++;
  4854. const bool viewChanged = 0
  4855. || key.m_view != view
  4856. || item == numItems
  4857. ;
  4858. const uint32_t itemIdx = _render->m_sortValues[item];
  4859. const RenderItem& renderItem = _render->m_renderItem[itemIdx];
  4860. const RenderBind& renderBind = _render->m_renderItemBind[itemIdx];
  4861. ++item;
  4862. if (viewChanged)
  4863. {
  4864. view = key.m_view;
  4865. currentProgram = BGFX_INVALID_HANDLE;
  4866. if (item > 1)
  4867. {
  4868. profiler.end();
  4869. }
  4870. BGFX_D3D11_PROFILER_END();
  4871. setViewType(view, " ");
  4872. BGFX_D3D11_PROFILER_BEGIN(view, kColorView);
  4873. profiler.begin(view);
  4874. if (_render->m_view[view].m_fbh.idx != fbh.idx)
  4875. {
  4876. fbh = _render->m_view[view].m_fbh;
  4877. setFrameBuffer(fbh);
  4878. }
  4879. viewState.m_rect = _render->m_view[view].m_rect;
  4880. const Rect& scissorRect = _render->m_view[view].m_scissor;
  4881. viewHasScissor = !scissorRect.isZero();
  4882. viewScissorRect = viewHasScissor ? scissorRect : viewState.m_rect;
  4883. D3D11_VIEWPORT vp;
  4884. vp.TopLeftX = viewState.m_rect.m_x;
  4885. vp.TopLeftY = viewState.m_rect.m_y;
  4886. vp.Width = viewState.m_rect.m_width;
  4887. vp.Height = viewState.m_rect.m_height;
  4888. vp.MinDepth = 0.0f;
  4889. vp.MaxDepth = 1.0f;
  4890. deviceCtx->RSSetViewports(1, &vp);
  4891. Clear& clr = _render->m_view[view].m_clear;
  4892. if (BGFX_CLEAR_NONE != (clr.m_flags & BGFX_CLEAR_MASK) )
  4893. {
  4894. clearQuad(_clearQuad, viewState.m_rect, clr, _render->m_colorPalette);
  4895. prim = s_primInfo[Topology::Count]; // Force primitive type update after clear quad.
  4896. }
  4897. submitBlit(bs, view);
  4898. }
  4899. if (isCompute)
  4900. {
  4901. if (!wasCompute)
  4902. {
  4903. wasCompute = true;
  4904. setViewType(view, "C");
  4905. BGFX_D3D11_PROFILER_END();
  4906. BGFX_D3D11_PROFILER_BEGIN(view, kColorCompute);
  4907. deviceCtx->IASetVertexBuffers(0, 2, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  4908. deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
  4909. deviceCtx->VSSetShaderResources(0, maxTextureSamplers, s_zero.m_srv);
  4910. deviceCtx->PSSetShaderResources(0, maxTextureSamplers, s_zero.m_srv);
  4911. deviceCtx->VSSetSamplers(0, maxTextureSamplers, s_zero.m_sampler);
  4912. deviceCtx->PSSetSamplers(0, maxTextureSamplers, s_zero.m_sampler);
  4913. }
  4914. const RenderCompute& compute = renderItem.compute;
  4915. bool programChanged = false;
  4916. bool constantsChanged = compute.m_uniformBegin < compute.m_uniformEnd;
  4917. rendererUpdateUniforms(this, _render->m_uniformBuffer[compute.m_uniformIdx], compute.m_uniformBegin, compute.m_uniformEnd);
  4918. if (key.m_program.idx != currentProgram.idx)
  4919. {
  4920. currentProgram = key.m_program;
  4921. ProgramD3D11& program = m_program[currentProgram.idx];
  4922. m_currentProgram = &program;
  4923. deviceCtx->CSSetShader(program.m_vsh->m_computeShader, NULL, 0);
  4924. deviceCtx->CSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  4925. programChanged =
  4926. constantsChanged = true;
  4927. }
  4928. if (isValid(currentProgram) )
  4929. {
  4930. ProgramD3D11& program = m_program[currentProgram.idx];
  4931. if (constantsChanged)
  4932. {
  4933. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  4934. if (NULL != vcb)
  4935. {
  4936. commit(*vcb);
  4937. }
  4938. }
  4939. viewState.setPredefined<4>(this, view, program, _render, compute);
  4940. if (constantsChanged
  4941. || program.m_numPredefined > 0)
  4942. {
  4943. commitShaderConstants();
  4944. }
  4945. }
  4946. BX_UNUSED(programChanged);
  4947. ID3D11UnorderedAccessView* uav[BGFX_MAX_COMPUTE_BINDINGS] = {};
  4948. for (uint8_t stage = 0; stage < maxComputeBindings; ++stage)
  4949. {
  4950. const Binding& bind = renderBind.m_bind[stage];
  4951. if (kInvalidHandle != bind.m_idx)
  4952. {
  4953. switch (bind.m_type)
  4954. {
  4955. case Binding::Image:
  4956. {
  4957. TextureD3D11& texture = m_textures[bind.m_idx];
  4958. if (Access::Read != bind.m_access)
  4959. {
  4960. uav[stage] = 0 == bind.m_mip
  4961. ? texture.m_uav
  4962. : s_renderD3D11->getCachedUav(texture.getHandle(), bind.m_mip)
  4963. ;
  4964. }
  4965. else
  4966. {
  4967. m_textureStage.m_srv[stage] = s_renderD3D11->getCachedSrv(texture.getHandle(), bind.m_mip, true);
  4968. m_textureStage.m_sampler[stage] = s_renderD3D11->getSamplerState(uint32_t(texture.m_flags), NULL);
  4969. }
  4970. }
  4971. break;
  4972. case Binding::Texture:
  4973. {
  4974. TextureD3D11& texture = m_textures[bind.m_idx];
  4975. texture.commit(stage, bind.m_samplerFlags, _render->m_colorPalette);
  4976. }
  4977. break;
  4978. case Binding::IndexBuffer:
  4979. case Binding::VertexBuffer:
  4980. {
  4981. const BufferD3D11& buffer = Binding::IndexBuffer == bind.m_type
  4982. ? m_indexBuffers[bind.m_idx]
  4983. : m_vertexBuffers[bind.m_idx]
  4984. ;
  4985. if (Access::Read != bind.m_access)
  4986. {
  4987. uav[stage] = buffer.m_uav;
  4988. }
  4989. else
  4990. {
  4991. m_textureStage.m_srv[stage] = buffer.m_srv;
  4992. }
  4993. }
  4994. break;
  4995. }
  4996. }
  4997. else
  4998. {
  4999. m_textureStage.m_srv[stage] = NULL;
  5000. m_textureStage.m_sampler[stage] = NULL;
  5001. m_textureStage.m_uav[stage] = NULL;
  5002. }
  5003. }
  5004. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  5005. {
  5006. // Quiet validation: Resource being set to CS UnorderedAccessView slot 0 is still bound on input!
  5007. deviceCtx->CSSetShaderResources(0, maxComputeBindings, s_zero.m_srv);
  5008. }
  5009. deviceCtx->CSSetUnorderedAccessViews(0, maxComputeBindings, uav, NULL);
  5010. deviceCtx->CSSetShaderResources(0, maxTextureSamplers, m_textureStage.m_srv);
  5011. deviceCtx->CSSetSamplers(0, maxTextureSamplers, m_textureStage.m_sampler);
  5012. if (isValid(compute.m_indirectBuffer) )
  5013. {
  5014. const VertexBufferD3D11& vb = m_vertexBuffers[compute.m_indirectBuffer.idx];
  5015. ID3D11Buffer* ptr = vb.m_ptr;
  5016. uint32_t numDrawIndirect = UINT16_MAX == compute.m_numIndirect
  5017. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5018. : compute.m_numIndirect
  5019. ;
  5020. uint32_t args = compute.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  5021. for (uint32_t ii = 0; ii < numDrawIndirect; ++ii)
  5022. {
  5023. deviceCtx->DispatchIndirect(ptr, args);
  5024. args += BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  5025. }
  5026. }
  5027. else
  5028. {
  5029. deviceCtx->Dispatch(compute.m_numX, compute.m_numY, compute.m_numZ);
  5030. }
  5031. continue;
  5032. }
  5033. bool resetState = viewChanged || wasCompute;
  5034. if (wasCompute)
  5035. {
  5036. setViewType(view, " ");
  5037. BGFX_D3D11_PROFILER_END();
  5038. BGFX_D3D11_PROFILER_BEGIN(view, kColorDraw);
  5039. currentProgram = BGFX_INVALID_HANDLE;
  5040. m_currentProgram = NULL;
  5041. invalidateCompute();
  5042. }
  5043. const RenderDraw& draw = renderItem.draw;
  5044. const bool hasOcclusionQuery = 0 != (draw.m_stateFlags & BGFX_STATE_INTERNAL_OCCLUSION_QUERY);
  5045. {
  5046. const bool occluded = true
  5047. && isValid(draw.m_occlusionQuery)
  5048. && !hasOcclusionQuery
  5049. && !isVisible(_render, draw.m_occlusionQuery, 0 != (draw.m_submitFlags&BGFX_SUBMIT_INTERNAL_OCCLUSION_VISIBLE) )
  5050. ;
  5051. if (occluded
  5052. || _render->m_frameCache.isZeroArea(viewScissorRect, draw.m_scissor) )
  5053. {
  5054. if (resetState)
  5055. {
  5056. currentState.clear();
  5057. currentState.m_scissor = !draw.m_scissor;
  5058. currentBind.clear();
  5059. }
  5060. continue;
  5061. }
  5062. }
  5063. const uint64_t newFlags = draw.m_stateFlags;
  5064. uint64_t changedFlags = currentState.m_stateFlags ^ draw.m_stateFlags;
  5065. changedFlags |= currentState.m_rgba != draw.m_rgba ? BGFX_D3D11_BLEND_STATE_MASK : 0;
  5066. currentState.m_stateFlags = newFlags;
  5067. const uint64_t newStencil = draw.m_stencil;
  5068. uint64_t changedStencil = currentState.m_stencil ^ draw.m_stencil;
  5069. changedFlags |= 0 != changedStencil ? BGFX_D3D11_DEPTH_STENCIL_MASK : 0;
  5070. currentState.m_stencil = newStencil;
  5071. if (resetState)
  5072. {
  5073. wasCompute = false;
  5074. currentState.clear();
  5075. currentState.m_scissor = !draw.m_scissor;
  5076. changedFlags = BGFX_STATE_MASK;
  5077. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  5078. currentState.m_stateFlags = newFlags;
  5079. currentState.m_stencil = newStencil;
  5080. currentBind.clear();
  5081. setBlendState(newFlags);
  5082. setDepthStencilState(newFlags, packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT) );
  5083. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  5084. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  5085. }
  5086. if (prim.m_type != s_primInfo[primIndex].m_type)
  5087. {
  5088. prim = s_primInfo[primIndex];
  5089. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  5090. }
  5091. uint16_t scissor = draw.m_scissor;
  5092. if (currentState.m_scissor != scissor)
  5093. {
  5094. currentState.m_scissor = scissor;
  5095. if (UINT16_MAX == scissor)
  5096. {
  5097. scissorEnabled = viewHasScissor;
  5098. if (viewHasScissor)
  5099. {
  5100. D3D11_RECT rc;
  5101. rc.left = viewScissorRect.m_x;
  5102. rc.top = viewScissorRect.m_y;
  5103. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  5104. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  5105. deviceCtx->RSSetScissorRects(1, &rc);
  5106. }
  5107. }
  5108. else
  5109. {
  5110. Rect scissorRect;
  5111. scissorRect.setIntersect(viewScissorRect, _render->m_frameCache.m_rectCache.m_cache[scissor]);
  5112. scissorEnabled = true;
  5113. D3D11_RECT rc;
  5114. rc.left = scissorRect.m_x;
  5115. rc.top = scissorRect.m_y;
  5116. rc.right = scissorRect.m_x + scissorRect.m_width;
  5117. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  5118. deviceCtx->RSSetScissorRects(1, &rc);
  5119. }
  5120. setRasterizerState(newFlags, wireframe, scissorEnabled);
  5121. }
  5122. if (BGFX_D3D11_DEPTH_STENCIL_MASK & changedFlags)
  5123. {
  5124. setDepthStencilState(newFlags, newStencil);
  5125. }
  5126. if (BGFX_D3D11_BLEND_STATE_MASK & changedFlags)
  5127. {
  5128. setBlendState(newFlags, draw.m_rgba);
  5129. currentState.m_rgba = draw.m_rgba;
  5130. }
  5131. if ( (0
  5132. | BGFX_STATE_CULL_MASK
  5133. | BGFX_STATE_FRONT_CCW
  5134. | BGFX_STATE_ALPHA_REF_MASK
  5135. | BGFX_STATE_PT_MASK
  5136. | BGFX_STATE_POINT_SIZE_MASK
  5137. | BGFX_STATE_MSAA
  5138. | BGFX_STATE_LINEAA
  5139. | BGFX_STATE_CONSERVATIVE_RASTER
  5140. ) & changedFlags)
  5141. {
  5142. if ( (0
  5143. | BGFX_STATE_CULL_MASK
  5144. | BGFX_STATE_FRONT_CCW
  5145. | BGFX_STATE_MSAA
  5146. | BGFX_STATE_LINEAA
  5147. | BGFX_STATE_CONSERVATIVE_RASTER
  5148. ) & changedFlags)
  5149. {
  5150. setRasterizerState(newFlags, wireframe, scissorEnabled);
  5151. }
  5152. if (BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  5153. {
  5154. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  5155. viewState.m_alphaRef = ref/255.0f;
  5156. }
  5157. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  5158. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  5159. if (prim.m_type != s_primInfo[primIndex].m_type)
  5160. {
  5161. prim = s_primInfo[primIndex];
  5162. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  5163. }
  5164. }
  5165. bool programChanged = false;
  5166. bool constantsChanged = draw.m_uniformBegin < draw.m_uniformEnd;
  5167. rendererUpdateUniforms(this, _render->m_uniformBuffer[draw.m_uniformIdx], draw.m_uniformBegin, draw.m_uniformEnd);
  5168. if (key.m_program.idx != currentProgram.idx)
  5169. {
  5170. currentProgram = key.m_program;
  5171. if (!isValid(currentProgram) )
  5172. {
  5173. m_currentProgram = NULL;
  5174. deviceCtx->VSSetShader(NULL, NULL, 0);
  5175. deviceCtx->PSSetShader(NULL, NULL, 0);
  5176. }
  5177. else
  5178. {
  5179. ProgramD3D11& program = m_program[currentProgram.idx];
  5180. m_currentProgram = &program;
  5181. const ShaderD3D11* vsh = program.m_vsh;
  5182. deviceCtx->VSSetShader(vsh->m_vertexShader, NULL, 0);
  5183. deviceCtx->VSSetConstantBuffers(0, 1, &vsh->m_buffer);
  5184. const ShaderD3D11* fsh = program.m_fsh;
  5185. if (NULL != fsh
  5186. && (NULL != m_currentColor || fsh->m_hasDepthOp) )
  5187. {
  5188. deviceCtx->PSSetShader(fsh->m_pixelShader, NULL, 0);
  5189. deviceCtx->PSSetConstantBuffers(0, 1, &fsh->m_buffer);
  5190. }
  5191. else
  5192. {
  5193. deviceCtx->PSSetShader(NULL, NULL, 0);
  5194. }
  5195. }
  5196. programChanged =
  5197. constantsChanged = true;
  5198. }
  5199. if (isValid(currentProgram) )
  5200. {
  5201. ProgramD3D11& program = m_program[currentProgram.idx];
  5202. if (constantsChanged)
  5203. {
  5204. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  5205. if (NULL != vcb)
  5206. {
  5207. commit(*vcb);
  5208. }
  5209. if (NULL != program.m_fsh)
  5210. {
  5211. UniformBuffer* fcb = program.m_fsh->m_constantBuffer;
  5212. if (NULL != fcb)
  5213. {
  5214. commit(*fcb);
  5215. }
  5216. }
  5217. }
  5218. viewState.setPredefined<4>(this, view, program, _render, draw);
  5219. if (constantsChanged
  5220. || program.m_numPredefined > 0)
  5221. {
  5222. commitShaderConstants();
  5223. }
  5224. }
  5225. {
  5226. uint32_t changes = 0;
  5227. for (uint8_t stage = 0; stage < maxTextureSamplers; ++stage)
  5228. {
  5229. const Binding& bind = renderBind.m_bind[stage];
  5230. Binding& current = currentBind.m_bind[stage];
  5231. if (current.m_idx != bind.m_idx
  5232. || current.m_type != bind.m_type
  5233. || current.m_samplerFlags != bind.m_samplerFlags
  5234. || programChanged)
  5235. {
  5236. if (kInvalidHandle != bind.m_idx)
  5237. {
  5238. switch (bind.m_type)
  5239. {
  5240. case Binding::Image:
  5241. {
  5242. TextureD3D11& texture = m_textures[bind.m_idx];
  5243. if (Access::Read != bind.m_access)
  5244. {
  5245. m_textureStage.m_uav[stage] = 0 == bind.m_mip
  5246. ? texture.m_uav
  5247. : s_renderD3D11->getCachedUav(texture.getHandle(), bind.m_mip)
  5248. ;
  5249. }
  5250. else
  5251. {
  5252. m_textureStage.m_srv[stage] = s_renderD3D11->getCachedSrv(texture.getHandle(), bind.m_mip, true);
  5253. m_textureStage.m_sampler[stage] = s_renderD3D11->getSamplerState(uint32_t(texture.m_flags), NULL);
  5254. }
  5255. }
  5256. break;
  5257. case Binding::Texture:
  5258. {
  5259. TextureD3D11& texture = m_textures[bind.m_idx];
  5260. texture.commit(stage, bind.m_samplerFlags, _render->m_colorPalette);
  5261. }
  5262. break;
  5263. case Binding::IndexBuffer:
  5264. case Binding::VertexBuffer:
  5265. {
  5266. const BufferD3D11& buffer = Binding::IndexBuffer == bind.m_type
  5267. ? m_indexBuffers[bind.m_idx]
  5268. : m_vertexBuffers[bind.m_idx]
  5269. ;
  5270. m_textureStage.m_srv[stage] = buffer.m_srv;
  5271. m_textureStage.m_sampler[stage] = NULL;
  5272. m_textureStage.m_uav[stage] = NULL;
  5273. }
  5274. break;
  5275. }
  5276. }
  5277. else
  5278. {
  5279. m_textureStage.m_srv[stage] = NULL;
  5280. m_textureStage.m_sampler[stage] = NULL;
  5281. m_textureStage.m_uav[stage] = NULL;
  5282. }
  5283. ++changes;
  5284. }
  5285. current = bind;
  5286. }
  5287. if (0 < changes)
  5288. {
  5289. commitTextureStage();
  5290. }
  5291. }
  5292. bool vertexStreamChanged = hasVertexStreamChanged(currentState, draw);
  5293. if (programChanged
  5294. || vertexStreamChanged)
  5295. {
  5296. currentState.m_streamMask = draw.m_streamMask;
  5297. currentState.m_instanceDataBuffer.idx = draw.m_instanceDataBuffer.idx;
  5298. currentState.m_instanceDataOffset = draw.m_instanceDataOffset;
  5299. currentState.m_instanceDataStride = draw.m_instanceDataStride;
  5300. ID3D11Buffer* buffers[BGFX_CONFIG_MAX_VERTEX_STREAMS];
  5301. uint32_t strides[BGFX_CONFIG_MAX_VERTEX_STREAMS];
  5302. uint32_t offsets[BGFX_CONFIG_MAX_VERTEX_STREAMS];
  5303. const VertexLayout* layouts[BGFX_CONFIG_MAX_VERTEX_STREAMS];
  5304. uint32_t numVertices = draw.m_numVertices;
  5305. uint8_t numStreams = 0;
  5306. if (UINT8_MAX != draw.m_streamMask)
  5307. {
  5308. for (uint32_t idx = 0, streamMask = draw.m_streamMask
  5309. ; 0 != streamMask
  5310. ; streamMask >>= 1, idx += 1, ++numStreams
  5311. )
  5312. {
  5313. const uint32_t ntz = bx::uint32_cnttz(streamMask);
  5314. streamMask >>= ntz;
  5315. idx += ntz;
  5316. currentState.m_stream[idx].m_layoutHandle = draw.m_stream[idx].m_layoutHandle;
  5317. currentState.m_stream[idx].m_handle = draw.m_stream[idx].m_handle;
  5318. currentState.m_stream[idx].m_startVertex = draw.m_stream[idx].m_startVertex;
  5319. const uint16_t handle = draw.m_stream[idx].m_handle.idx;
  5320. const VertexBufferD3D11& vb = m_vertexBuffers[handle];
  5321. const uint16_t layoutIdx = isValid(draw.m_stream[idx].m_layoutHandle)
  5322. ? draw.m_stream[idx].m_layoutHandle.idx
  5323. : vb.m_layoutHandle.idx;
  5324. const VertexLayout& layout = m_vertexLayouts[layoutIdx];
  5325. const uint32_t stride = layout.m_stride;
  5326. buffers[numStreams] = vb.m_ptr;
  5327. strides[numStreams] = stride;
  5328. offsets[numStreams] = draw.m_stream[idx].m_startVertex * stride;
  5329. layouts[numStreams] = &layout;
  5330. numVertices = bx::uint32_min(UINT32_MAX == draw.m_numVertices
  5331. ? vb.m_size/stride
  5332. : draw.m_numVertices
  5333. , numVertices
  5334. );
  5335. }
  5336. }
  5337. currentNumVertices = numVertices;
  5338. if (0 < numStreams)
  5339. {
  5340. deviceCtx->IASetVertexBuffers(0, numStreams, buffers, strides, offsets);
  5341. if (isValid(draw.m_instanceDataBuffer) )
  5342. {
  5343. const VertexBufferD3D11& inst = m_vertexBuffers[draw.m_instanceDataBuffer.idx];
  5344. const uint32_t instStride = draw.m_instanceDataStride;
  5345. deviceCtx->IASetVertexBuffers(numStreams, 1, &inst.m_ptr, &instStride, &draw.m_instanceDataOffset);
  5346. setInputLayout(numStreams, layouts, m_program[currentProgram.idx], uint16_t(instStride/16) );
  5347. }
  5348. else
  5349. {
  5350. deviceCtx->IASetVertexBuffers(numStreams, 1, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  5351. setInputLayout(numStreams, layouts, m_program[currentProgram.idx], 0);
  5352. }
  5353. }
  5354. else
  5355. {
  5356. deviceCtx->IASetVertexBuffers(0, 1, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  5357. if (isValid(draw.m_instanceDataBuffer) )
  5358. {
  5359. const VertexBufferD3D11& inst = m_vertexBuffers[draw.m_instanceDataBuffer.idx];
  5360. const uint32_t instStride = draw.m_instanceDataStride;
  5361. deviceCtx->IASetVertexBuffers(0, 1, &inst.m_ptr, &instStride, &draw.m_instanceDataOffset);
  5362. setInputLayout(0, NULL, m_program[currentProgram.idx], uint16_t(instStride/16) );
  5363. }
  5364. else
  5365. {
  5366. deviceCtx->IASetInputLayout(NULL);
  5367. }
  5368. }
  5369. }
  5370. if (currentState.m_indexBuffer.idx != draw.m_indexBuffer.idx
  5371. || currentState.isIndex16() != draw.isIndex16() )
  5372. {
  5373. currentState.m_indexBuffer = draw.m_indexBuffer;
  5374. currentState.m_submitFlags = draw.m_submitFlags;
  5375. uint16_t handle = draw.m_indexBuffer.idx;
  5376. if (kInvalidHandle != handle)
  5377. {
  5378. const IndexBufferD3D11& ib = m_indexBuffers[handle];
  5379. deviceCtx->IASetIndexBuffer(ib.m_ptr
  5380. , draw.isIndex16() ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT
  5381. , 0
  5382. );
  5383. }
  5384. else
  5385. {
  5386. deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
  5387. }
  5388. }
  5389. if (0 != currentState.m_streamMask)
  5390. {
  5391. uint32_t numVertices = currentNumVertices;
  5392. uint32_t numIndices = 0;
  5393. uint32_t numPrimsSubmitted = 0;
  5394. uint32_t numInstances = 0;
  5395. uint32_t numPrimsRendered = 0;
  5396. uint32_t numDrawIndirect = 0;
  5397. if (hasOcclusionQuery)
  5398. {
  5399. m_occlusionQuery.begin(_render, draw.m_occlusionQuery);
  5400. }
  5401. if (isValid(draw.m_indirectBuffer) )
  5402. {
  5403. const VertexBufferD3D11& vb = m_vertexBuffers[draw.m_indirectBuffer.idx];
  5404. ID3D11Buffer* ptr = vb.m_ptr;
  5405. if (isValid(draw.m_indexBuffer) )
  5406. {
  5407. numDrawIndirect = UINT16_MAX == draw.m_numIndirect
  5408. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5409. : draw.m_numIndirect
  5410. ;
  5411. multiDrawIndexedInstancedIndirect(
  5412. numDrawIndirect
  5413. , ptr
  5414. , draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5415. , BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5416. );
  5417. }
  5418. else
  5419. {
  5420. numDrawIndirect = UINT16_MAX == draw.m_numIndirect
  5421. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5422. : draw.m_numIndirect
  5423. ;
  5424. multiDrawInstancedIndirect(
  5425. numDrawIndirect
  5426. , ptr
  5427. , draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5428. , BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5429. );
  5430. }
  5431. }
  5432. else
  5433. {
  5434. if (isValid(draw.m_indexBuffer) )
  5435. {
  5436. if (UINT32_MAX == draw.m_numIndices)
  5437. {
  5438. const IndexBufferD3D11& ib = m_indexBuffers[draw.m_indexBuffer.idx];
  5439. const uint32_t indexSize = 0 == (ib.m_flags & BGFX_BUFFER_INDEX32) ? 2 : 4;
  5440. numIndices = ib.m_size/indexSize;
  5441. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  5442. numInstances = draw.m_numInstances;
  5443. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  5444. if (numInstances > 1)
  5445. {
  5446. deviceCtx->DrawIndexedInstanced(numIndices
  5447. , draw.m_numInstances
  5448. , 0
  5449. , 0
  5450. , 0
  5451. );
  5452. }
  5453. else
  5454. {
  5455. deviceCtx->DrawIndexed(numIndices
  5456. , 0
  5457. , 0
  5458. );
  5459. }
  5460. }
  5461. else if (prim.m_min <= draw.m_numIndices)
  5462. {
  5463. numIndices = draw.m_numIndices;
  5464. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  5465. numInstances = draw.m_numInstances;
  5466. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  5467. if (numInstances > 1)
  5468. {
  5469. deviceCtx->DrawIndexedInstanced(numIndices
  5470. , draw.m_numInstances
  5471. , draw.m_startIndex
  5472. , 0
  5473. , 0
  5474. );
  5475. }
  5476. else
  5477. {
  5478. deviceCtx->DrawIndexed(numIndices
  5479. , draw.m_startIndex
  5480. , 0
  5481. );
  5482. }
  5483. }
  5484. }
  5485. else
  5486. {
  5487. numPrimsSubmitted = numVertices/prim.m_div - prim.m_sub;
  5488. numInstances = draw.m_numInstances;
  5489. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  5490. if (numInstances > 1)
  5491. {
  5492. deviceCtx->DrawInstanced(numVertices
  5493. , draw.m_numInstances
  5494. , 0
  5495. , 0
  5496. );
  5497. }
  5498. else
  5499. {
  5500. deviceCtx->Draw(numVertices
  5501. , 0
  5502. );
  5503. }
  5504. }
  5505. if (hasOcclusionQuery)
  5506. {
  5507. m_occlusionQuery.end();
  5508. }
  5509. }
  5510. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  5511. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  5512. statsNumInstances[primIndex] += numInstances;
  5513. statsNumDrawIndirect[primIndex] += numDrawIndirect;
  5514. statsNumIndices += numIndices;
  5515. }
  5516. }
  5517. if (wasCompute)
  5518. {
  5519. setViewType(view, "C");
  5520. BGFX_D3D11_PROFILER_END();
  5521. BGFX_D3D11_PROFILER_BEGIN(view, kColorCompute);
  5522. invalidateCompute();
  5523. }
  5524. submitBlit(bs, BGFX_CONFIG_MAX_VIEWS);
  5525. if (0 < _render->m_numRenderItems)
  5526. {
  5527. if (0 != (m_resolution.reset & BGFX_RESET_FLUSH_AFTER_RENDER) )
  5528. {
  5529. deviceCtx->Flush();
  5530. }
  5531. captureElapsed = -bx::getHPCounter();
  5532. capture();
  5533. captureElapsed += bx::getHPCounter();
  5534. profiler.end();
  5535. }
  5536. }
  5537. BGFX_D3D11_PROFILER_END();
  5538. int64_t timeEnd = bx::getHPCounter();
  5539. int64_t frameTime = timeEnd - timeBegin;
  5540. static int64_t min = frameTime;
  5541. static int64_t max = frameTime;
  5542. min = min > frameTime ? frameTime : min;
  5543. max = max < frameTime ? frameTime : max;
  5544. static uint32_t maxGpuLatency = 0;
  5545. static double maxGpuElapsed = 0.0f;
  5546. double elapsedGpuMs = 0.0;
  5547. if (UINT32_MAX != frameQueryIdx)
  5548. {
  5549. m_gpuTimer.end(frameQueryIdx);
  5550. const TimerQueryD3D11::Result& result = m_gpuTimer.m_result[BGFX_CONFIG_MAX_VIEWS];
  5551. double toGpuMs = 1000.0 / double(result.m_frequency);
  5552. elapsedGpuMs = (result.m_end - result.m_begin) * toGpuMs;
  5553. maxGpuElapsed = elapsedGpuMs > maxGpuElapsed ? elapsedGpuMs : maxGpuElapsed;
  5554. maxGpuLatency = bx::uint32_imax(maxGpuLatency, result.m_pending-1);
  5555. }
  5556. const int64_t timerFreq = bx::getHPFrequency();
  5557. Stats& perfStats = _render->m_perfStats;
  5558. perfStats.cpuTimeBegin = timeBegin;
  5559. perfStats.cpuTimeEnd = timeEnd;
  5560. perfStats.cpuTimerFreq = timerFreq;
  5561. const TimerQueryD3D11::Result& result = m_gpuTimer.m_result[BGFX_CONFIG_MAX_VIEWS];
  5562. perfStats.gpuTimeBegin = result.m_begin;
  5563. perfStats.gpuTimeEnd = result.m_end;
  5564. perfStats.gpuTimerFreq = result.m_frequency;
  5565. perfStats.numDraw = statsKeyType[0];
  5566. perfStats.numCompute = statsKeyType[1];
  5567. perfStats.numBlit = _render->m_numBlitItems;
  5568. perfStats.maxGpuLatency = maxGpuLatency;
  5569. perfStats.gpuFrameNum = result.m_frameNum;
  5570. bx::memCopy(perfStats.numPrims, statsNumPrimsRendered, sizeof(perfStats.numPrims) );
  5571. m_nvapi.getMemoryInfo(perfStats.gpuMemoryUsed, perfStats.gpuMemoryMax);
  5572. if (_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  5573. {
  5574. BGFX_D3D11_PROFILER_BEGIN_LITERAL("debugstats", kColorFrame);
  5575. m_needPresent = true;
  5576. TextVideoMem& tvm = m_textVideoMem;
  5577. static int64_t next = timeEnd;
  5578. if (timeEnd >= next)
  5579. {
  5580. next = timeEnd + timerFreq;
  5581. double freq = double(timerFreq);
  5582. double toMs = 1000.0/freq;
  5583. tvm.clear();
  5584. uint16_t pos = 0;
  5585. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x8c : 0x8f
  5586. , " %s.%d (FL %d.%d) / " BX_COMPILER_NAME
  5587. " / " BX_CPU_NAME
  5588. " / " BX_ARCH_NAME
  5589. " / " BX_PLATFORM_NAME
  5590. " / Version 1.%d.%d (commit: " BGFX_REV_SHA1 ")"
  5591. , getRendererName()
  5592. , m_deviceInterfaceVersion
  5593. , (m_featureLevel >> 12) & 0xf
  5594. , (m_featureLevel >> 8) & 0xf
  5595. , BGFX_API_VERSION
  5596. , BGFX_REV_NUMBER
  5597. );
  5598. const DXGI_ADAPTER_DESC& desc = m_dxgi.m_adapterDesc;
  5599. char description[BX_COUNTOF(desc.Description)];
  5600. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  5601. tvm.printf(0, pos++, 0x8f, " Device: %s", description);
  5602. char dedicatedVideo[16];
  5603. bx::prettify(dedicatedVideo, BX_COUNTOF(dedicatedVideo), desc.DedicatedVideoMemory);
  5604. char dedicatedSystem[16];
  5605. bx::prettify(dedicatedSystem, BX_COUNTOF(dedicatedSystem), desc.DedicatedSystemMemory);
  5606. char sharedSystem[16];
  5607. bx::prettify(sharedSystem, BX_COUNTOF(sharedSystem), desc.SharedSystemMemory);
  5608. char processMemoryUsed[16];
  5609. bx::prettify(processMemoryUsed, BX_COUNTOF(processMemoryUsed), bx::getProcessMemoryUsed() );
  5610. tvm.printf(0, pos++, 0x8f, " Memory: %s (video), %s (system), %s (shared), %s (process) "
  5611. , dedicatedVideo
  5612. , dedicatedSystem
  5613. , sharedSystem
  5614. , processMemoryUsed
  5615. );
  5616. pos = 10;
  5617. tvm.printf(10, pos++, 0x8b, " Frame: %7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  5618. , double(frameTime)*toMs
  5619. , double(min)*toMs
  5620. , double(max)*toMs
  5621. , freq/frameTime
  5622. );
  5623. const uint32_t msaa = (m_resolution.reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  5624. tvm.printf(10, pos++, 0x8b, " Reset flags: [%c] vsync, [%c] MSAAx%d, [%c] MaxAnisotropy "
  5625. , !!(m_resolution.reset&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  5626. , 0 != msaa ? '\xfe' : ' '
  5627. , 1<<msaa
  5628. , !!(m_resolution.reset&BGFX_RESET_MAXANISOTROPY) ? '\xfe' : ' '
  5629. );
  5630. double elapsedCpuMs = double(frameTime)*toMs;
  5631. tvm.printf(10, pos++, 0x8b, " Submitted: %5d (draw %5d, compute %4d) / CPU %7.4f [ms] %c GPU %7.4f [ms] (latency %d) "
  5632. , _render->m_numRenderItems
  5633. , statsKeyType[0]
  5634. , statsKeyType[1]
  5635. , elapsedCpuMs
  5636. , elapsedCpuMs > maxGpuElapsed ? '>' : '<'
  5637. , maxGpuElapsed
  5638. , maxGpuLatency
  5639. );
  5640. maxGpuLatency = 0;
  5641. maxGpuElapsed = 0.0;
  5642. for (uint32_t ii = 0; ii < Topology::Count; ++ii)
  5643. {
  5644. tvm.printf(10, pos++, 0x8b, " %10s: %7d (#inst: %5d), submitted: %7d, indirect %7d"
  5645. , getName(Topology::Enum(ii) )
  5646. , statsNumPrimsRendered[ii]
  5647. , statsNumInstances[ii]
  5648. , statsNumPrimsSubmitted[ii]
  5649. , statsNumDrawIndirect[ii]
  5650. );
  5651. }
  5652. if (NULL != m_renderDocDll)
  5653. {
  5654. tvm.printf(tvm.m_width-27, 0, 0x4f, " [F11 - RenderDoc capture] ");
  5655. }
  5656. tvm.printf(10, pos++, 0x8b, " Indices: %7d ", statsNumIndices);
  5657. // tvm.printf(10, pos++, 0x8b, " Uniform size: %7d, Max: %7d ", _render->m_uniformEnd, _render->m_uniformMax);
  5658. tvm.printf(10, pos++, 0x8b, " DVB size: %7d ", _render->m_vboffset);
  5659. tvm.printf(10, pos++, 0x8b, " DIB size: %7d ", _render->m_iboffset);
  5660. pos++;
  5661. tvm.printf(10, pos++, 0x8b, " Occlusion queries: %3d ", m_occlusionQuery.m_control.available() );
  5662. pos++;
  5663. tvm.printf(10, pos++, 0x8b, " State cache: ");
  5664. tvm.printf(10, pos++, 0x8b, " Blend | DepthS | Input | Raster | Sampler ");
  5665. tvm.printf(10, pos++, 0x8b, " %6d | %6d | %6d | %6d | %6d "
  5666. , m_blendStateCache.getCount()
  5667. , m_depthStencilStateCache.getCount()
  5668. , m_inputLayoutCache.getCount()
  5669. , m_rasterizerStateCache.getCount()
  5670. , m_samplerStateCache.getCount()
  5671. );
  5672. pos++;
  5673. double captureMs = double(captureElapsed)*toMs;
  5674. tvm.printf(10, pos++, 0x8b, " Capture: %7.4f [ms] ", captureMs);
  5675. uint8_t attr[2] = { 0x8c, 0x8a };
  5676. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  5677. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %7.4f [ms] ", _render->m_waitSubmit*toMs);
  5678. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %7.4f [ms] ", _render->m_waitRender*toMs);
  5679. min = frameTime;
  5680. max = frameTime;
  5681. }
  5682. blit(this, _textVideoMemBlitter, tvm);
  5683. BGFX_D3D11_PROFILER_END();
  5684. }
  5685. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  5686. {
  5687. BGFX_D3D11_PROFILER_BEGIN_LITERAL("debugtext", kColorFrame);
  5688. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  5689. BGFX_D3D11_PROFILER_END();
  5690. }
  5691. m_deviceCtx->OMSetRenderTargets(1, s_zero.m_rtv, NULL);
  5692. if (NULL != m_msaaRt)
  5693. {
  5694. ID3D11Texture2D* backBufferColor;
  5695. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBufferColor) );
  5696. deviceCtx->ResolveSubresource(backBufferColor, 0, m_msaaRt, 0, m_scd.format);
  5697. DX_RELEASE(backBufferColor, 0);
  5698. }
  5699. }
  5700. } /* namespace d3d11 */ } // namespace bgfx
  5701. #else
  5702. namespace bgfx { namespace d3d11
  5703. {
  5704. RendererContextI* rendererCreate(const Init& _init)
  5705. {
  5706. BX_UNUSED(_init);
  5707. return NULL;
  5708. }
  5709. void rendererDestroy()
  5710. {
  5711. }
  5712. } /* namespace d3d11 */ } // namespace bgfx
  5713. #endif // BGFX_CONFIG_RENDERER_DIRECT3D11