renderer_d3d12.cpp 221 KB

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  1. /*
  2. * Copyright 2011-2022 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_DIRECT3D12
  7. # include "renderer_d3d12.h"
  8. #if !BX_PLATFORM_WINDOWS && !BX_PLATFORM_LINUX
  9. # include <inspectable.h>
  10. # if BX_PLATFORM_WINRT
  11. # include <windows.ui.xaml.media.dxinterop.h>
  12. # endif // BX_PLATFORM_WINRT
  13. #endif // !BX_PLATFORM_WINDOWS
  14. #if BGFX_CONFIG_DEBUG_ANNOTATION && (BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  15. PFN_PIX_GET_THREAD_INFO bgfx_PIXGetThreadInfo;
  16. PFN_PIX_EVENTS_REPLACE_BLOCK bgfx_PIXEventsReplaceBlock;
  17. #endif // BGFX_CONFIG_DEBUG_ANNOTATION && (BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  18. namespace bgfx { namespace d3d12
  19. {
  20. static char s_viewName[BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  21. inline void setViewType(ViewId _view, const bx::StringView _str)
  22. {
  23. if (BX_ENABLED(BGFX_CONFIG_DEBUG_ANNOTATION || BGFX_CONFIG_PROFILER) )
  24. {
  25. bx::memCopy(&s_viewName[_view][3], _str.getPtr(), _str.getLength() );
  26. }
  27. }
  28. struct PrimInfo
  29. {
  30. D3D_PRIMITIVE_TOPOLOGY m_topology;
  31. D3D12_PRIMITIVE_TOPOLOGY_TYPE m_topologyType;
  32. uint32_t m_min;
  33. uint32_t m_div;
  34. uint32_t m_sub;
  35. };
  36. static const PrimInfo s_primInfo[] =
  37. {
  38. { D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 3, 3, 0 },
  39. { D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 3, 1, 2 },
  40. { D3D_PRIMITIVE_TOPOLOGY_LINELIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE, 2, 2, 0 },
  41. { D3D_PRIMITIVE_TOPOLOGY_LINESTRIP, D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE, 2, 1, 1 },
  42. { D3D_PRIMITIVE_TOPOLOGY_POINTLIST, D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT, 1, 1, 0 },
  43. { D3D_PRIMITIVE_TOPOLOGY_UNDEFINED, D3D12_PRIMITIVE_TOPOLOGY_TYPE_UNDEFINED, 0, 0, 0 },
  44. };
  45. BX_STATIC_ASSERT(Topology::Count == BX_COUNTOF(s_primInfo)-1);
  46. static const uint32_t s_checkMsaa[] =
  47. {
  48. 0,
  49. 2,
  50. 4,
  51. 8,
  52. 16,
  53. };
  54. static DXGI_SAMPLE_DESC s_msaa[] =
  55. {
  56. { 1, 0 },
  57. { 2, 0 },
  58. { 4, 0 },
  59. { 8, 0 },
  60. { 16, 0 },
  61. };
  62. static const D3D12_BLEND s_blendFactor[][2] =
  63. {
  64. { D3D12_BLEND(0), D3D12_BLEND(0) }, // ignored
  65. { D3D12_BLEND_ZERO, D3D12_BLEND_ZERO }, // ZERO
  66. { D3D12_BLEND_ONE, D3D12_BLEND_ONE }, // ONE
  67. { D3D12_BLEND_SRC_COLOR, D3D12_BLEND_SRC_ALPHA }, // SRC_COLOR
  68. { D3D12_BLEND_INV_SRC_COLOR, D3D12_BLEND_INV_SRC_ALPHA }, // INV_SRC_COLOR
  69. { D3D12_BLEND_SRC_ALPHA, D3D12_BLEND_SRC_ALPHA }, // SRC_ALPHA
  70. { D3D12_BLEND_INV_SRC_ALPHA, D3D12_BLEND_INV_SRC_ALPHA }, // INV_SRC_ALPHA
  71. { D3D12_BLEND_DEST_ALPHA, D3D12_BLEND_DEST_ALPHA }, // DST_ALPHA
  72. { D3D12_BLEND_INV_DEST_ALPHA, D3D12_BLEND_INV_DEST_ALPHA }, // INV_DST_ALPHA
  73. { D3D12_BLEND_DEST_COLOR, D3D12_BLEND_DEST_ALPHA }, // DST_COLOR
  74. { D3D12_BLEND_INV_DEST_COLOR, D3D12_BLEND_INV_DEST_ALPHA }, // INV_DST_COLOR
  75. { D3D12_BLEND_SRC_ALPHA_SAT, D3D12_BLEND_ONE }, // SRC_ALPHA_SAT
  76. { D3D12_BLEND_BLEND_FACTOR, D3D12_BLEND_BLEND_FACTOR }, // FACTOR
  77. { D3D12_BLEND_INV_BLEND_FACTOR, D3D12_BLEND_INV_BLEND_FACTOR }, // INV_FACTOR
  78. };
  79. static const D3D12_BLEND_OP s_blendEquation[] =
  80. {
  81. D3D12_BLEND_OP_ADD,
  82. D3D12_BLEND_OP_SUBTRACT,
  83. D3D12_BLEND_OP_REV_SUBTRACT,
  84. D3D12_BLEND_OP_MIN,
  85. D3D12_BLEND_OP_MAX,
  86. };
  87. static const D3D12_COMPARISON_FUNC s_cmpFunc[] =
  88. {
  89. D3D12_COMPARISON_FUNC(0), // ignored
  90. D3D12_COMPARISON_FUNC_LESS,
  91. D3D12_COMPARISON_FUNC_LESS_EQUAL,
  92. D3D12_COMPARISON_FUNC_EQUAL,
  93. D3D12_COMPARISON_FUNC_GREATER_EQUAL,
  94. D3D12_COMPARISON_FUNC_GREATER,
  95. D3D12_COMPARISON_FUNC_NOT_EQUAL,
  96. D3D12_COMPARISON_FUNC_NEVER,
  97. D3D12_COMPARISON_FUNC_ALWAYS,
  98. };
  99. static const D3D12_STENCIL_OP s_stencilOp[] =
  100. {
  101. D3D12_STENCIL_OP_ZERO,
  102. D3D12_STENCIL_OP_KEEP,
  103. D3D12_STENCIL_OP_REPLACE,
  104. D3D12_STENCIL_OP_INCR,
  105. D3D12_STENCIL_OP_INCR_SAT,
  106. D3D12_STENCIL_OP_DECR,
  107. D3D12_STENCIL_OP_DECR_SAT,
  108. D3D12_STENCIL_OP_INVERT,
  109. };
  110. static const D3D12_CULL_MODE s_cullMode[] =
  111. {
  112. D3D12_CULL_MODE_NONE,
  113. D3D12_CULL_MODE_FRONT,
  114. D3D12_CULL_MODE_BACK,
  115. };
  116. static const D3D12_TEXTURE_ADDRESS_MODE s_textureAddress[] =
  117. {
  118. D3D12_TEXTURE_ADDRESS_MODE_WRAP,
  119. D3D12_TEXTURE_ADDRESS_MODE_MIRROR,
  120. D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
  121. D3D12_TEXTURE_ADDRESS_MODE_BORDER,
  122. };
  123. /*
  124. * D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
  125. * D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
  126. * D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
  127. * D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
  128. * D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
  129. * D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
  130. * D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
  131. * D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
  132. * D3D11_FILTER_ANISOTROPIC = 0x55,
  133. *
  134. * D3D11_COMPARISON_FILTERING_BIT = 0x80,
  135. * D3D11_ANISOTROPIC_FILTERING_BIT = 0x40,
  136. *
  137. * According to D3D11_FILTER enum bits for mip, mag and mip are:
  138. * 0x10 // MIN_LINEAR
  139. * 0x04 // MAG_LINEAR
  140. * 0x01 // MIP_LINEAR
  141. */
  142. static const uint8_t s_textureFilter[3][3] =
  143. {
  144. {
  145. 0x10, // min linear
  146. 0x00, // min point
  147. 0x55, // anisotropic
  148. },
  149. {
  150. 0x04, // mag linear
  151. 0x00, // mag point
  152. 0x55, // anisotropic
  153. },
  154. {
  155. 0x01, // mip linear
  156. 0x00, // mip point
  157. 0x55, // anisotropic
  158. },
  159. };
  160. struct TextureFormatInfo
  161. {
  162. DXGI_FORMAT m_fmt;
  163. DXGI_FORMAT m_fmtSrv;
  164. DXGI_FORMAT m_fmtDsv;
  165. DXGI_FORMAT m_fmtSrgb;
  166. };
  167. static const TextureFormatInfo s_textureFormat[] =
  168. {
  169. { DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC1_UNORM_SRGB }, // BC1
  170. { DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC2_UNORM_SRGB }, // BC2
  171. { DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC3_UNORM_SRGB }, // BC3
  172. { DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC4
  173. { DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC5
  174. { DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC6H
  175. { DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC7_UNORM_SRGB }, // BC7
  176. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC1
  177. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2
  178. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A
  179. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A1
  180. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12
  181. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14
  182. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12A
  183. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14A
  184. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC22
  185. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC24
  186. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ATC
  187. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ATCE
  188. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ATCI
  189. { DXGI_FORMAT_ASTC_4X4_UNORM, DXGI_FORMAT_ASTC_4X4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_4X4_UNORM_SRGB }, // ASTC4x4
  190. { DXGI_FORMAT_ASTC_5X5_UNORM, DXGI_FORMAT_ASTC_5X5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_5X5_UNORM_SRGB }, // ASTC5x5
  191. { DXGI_FORMAT_ASTC_6X6_UNORM, DXGI_FORMAT_ASTC_6X6_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_6X6_UNORM_SRGB }, // ASTC6x6
  192. { DXGI_FORMAT_ASTC_8X5_UNORM, DXGI_FORMAT_ASTC_8X5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_8X5_UNORM_SRGB }, // ASTC8x5
  193. { DXGI_FORMAT_ASTC_8X6_UNORM, DXGI_FORMAT_ASTC_8X6_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_8X6_UNORM_SRGB }, // ASTC8x6
  194. { DXGI_FORMAT_ASTC_10X5_UNORM, DXGI_FORMAT_ASTC_10X5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_ASTC_10X5_UNORM_SRGB }, // ASTC10x5
  195. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // Unknown
  196. { DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R1
  197. { DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // A8
  198. { DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8
  199. { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8I
  200. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8U
  201. { DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8S
  202. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16
  203. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16I
  204. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16U
  205. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16F
  206. { DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16S
  207. { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32I
  208. { DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32U
  209. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32F
  210. { DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8
  211. { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8I
  212. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8U
  213. { DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8S
  214. { DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16
  215. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16I
  216. { DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16U
  217. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16F
  218. { DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16S
  219. { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32I
  220. { DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32U
  221. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32F
  222. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8
  223. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8I
  224. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8U
  225. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8S
  226. { DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB9E5F
  227. { DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB }, // BGRA8
  228. { DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8
  229. { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8I
  230. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8U
  231. { DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA8S
  232. { DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16
  233. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16I
  234. { DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16U
  235. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16F
  236. { DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16S
  237. { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32I
  238. { DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32U
  239. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32F
  240. { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R5G6B5
  241. { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA4
  242. { DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB5A1
  243. { DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB10A2
  244. { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG11B10F
  245. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // UnknownDepth
  246. { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_D16_UNORM, DXGI_FORMAT_UNKNOWN }, // D16
  247. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24
  248. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24S8
  249. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D32
  250. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D16F
  251. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D24F
  252. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D32F
  253. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D0S8
  254. };
  255. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  256. static const D3D12_INPUT_ELEMENT_DESC s_attrib[] =
  257. {
  258. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  259. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  260. { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  261. { "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  262. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  263. { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  264. { "COLOR", 2, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  265. { "COLOR", 3, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  266. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  267. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  268. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  269. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  270. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  271. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  272. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  273. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  274. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  275. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  276. };
  277. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attrib) );
  278. static const DXGI_FORMAT s_attribType[][4][2] =
  279. {
  280. { // Uint8
  281. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  282. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  283. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  284. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  285. },
  286. { // Uint10
  287. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  288. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  289. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  290. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  291. },
  292. { // Int16
  293. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SNORM },
  294. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SNORM },
  295. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  296. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  297. },
  298. { // Half
  299. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  300. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  301. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  302. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  303. },
  304. { // Float
  305. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  306. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  307. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  308. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  309. },
  310. };
  311. BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) );
  312. static D3D12_INPUT_ELEMENT_DESC* fillVertexLayout(uint8_t _stream, D3D12_INPUT_ELEMENT_DESC* _out, const VertexLayout& _layout)
  313. {
  314. D3D12_INPUT_ELEMENT_DESC* elem = _out;
  315. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  316. {
  317. if (UINT16_MAX != _layout.m_attributes[attr])
  318. {
  319. bx::memCopy(elem, &s_attrib[attr], sizeof(D3D12_INPUT_ELEMENT_DESC) );
  320. elem->InputSlot = _stream;
  321. if (0 == _layout.m_attributes[attr])
  322. {
  323. elem->AlignedByteOffset = 0;
  324. }
  325. else
  326. {
  327. uint8_t num;
  328. AttribType::Enum type;
  329. bool normalized;
  330. bool asInt;
  331. _layout.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  332. elem->Format = s_attribType[type][num-1][normalized];
  333. elem->AlignedByteOffset = _layout.m_offset[attr];
  334. }
  335. ++elem;
  336. }
  337. }
  338. return elem;
  339. }
  340. void setResourceBarrier(ID3D12GraphicsCommandList* _commandList, const ID3D12Resource* _resource, D3D12_RESOURCE_STATES _stateBefore, D3D12_RESOURCE_STATES _stateAfter)
  341. {
  342. D3D12_RESOURCE_BARRIER barrier;
  343. barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
  344. barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
  345. barrier.Transition.pResource = const_cast<ID3D12Resource*>(_resource);
  346. barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
  347. barrier.Transition.StateBefore = _stateBefore;
  348. barrier.Transition.StateAfter = _stateAfter;
  349. _commandList->ResourceBarrier(1, &barrier);
  350. }
  351. BX_PRAGMA_DIAGNOSTIC_PUSH();
  352. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunused-const-variable");
  353. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunneeded-internal-declaration");
  354. static const GUID IID_ID3D12CommandAllocator = { 0x6102dee4, 0xaf59, 0x4b09, { 0xb9, 0x99, 0xb4, 0x4d, 0x73, 0xf0, 0x9b, 0x24 } };
  355. static const GUID IID_ID3D12CommandQueue = { 0x0ec870a6, 0x5d7e, 0x4c22, { 0x8c, 0xfc, 0x5b, 0xaa, 0xe0, 0x76, 0x16, 0xed } };
  356. static const GUID IID_ID3D12CommandSignature = { 0xc36a797c, 0xec80, 0x4f0a, { 0x89, 0x85, 0xa7, 0xb2, 0x47, 0x50, 0x82, 0xd1 } };
  357. static const GUID IID_ID3D12Debug = { 0x344488b7, 0x6846, 0x474b, { 0xb9, 0x89, 0xf0, 0x27, 0x44, 0x82, 0x45, 0xe0 } };
  358. static const GUID IID_ID3D12Debug1 = { 0xaffaa4ca, 0x63fe, 0x4d8e, { 0xb8, 0xad, 0x15, 0x90, 0x00, 0xaf, 0x43, 0x04 } };
  359. static const GUID IID_ID3D12DescriptorHeap = { 0x8efb471d, 0x616c, 0x4f49, { 0x90, 0xf7, 0x12, 0x7b, 0xb7, 0x63, 0xfa, 0x51 } };
  360. static const GUID IID_ID3D12Device = { 0x189819f1, 0x1db6, 0x4b57, { 0xbe, 0x54, 0x18, 0x21, 0x33, 0x9b, 0x85, 0xf7 } };
  361. static const GUID IID_ID3D12Device1 = { 0x77acce80, 0x638e, 0x4e65, { 0x88, 0x95, 0xc1, 0xf2, 0x33, 0x86, 0x86, 0x3e } };
  362. static const GUID IID_ID3D12Device2 = { 0x30baa41e, 0xb15b, 0x475c, { 0xa0, 0xbb, 0x1a, 0xf5, 0xc5, 0xb6, 0x43, 0x28 } };
  363. static const GUID IID_ID3D12Device3 = { 0x81dadc15, 0x2bad, 0x4392, { 0x93, 0xc5, 0x10, 0x13, 0x45, 0xc4, 0xaa, 0x98 } };
  364. static const GUID IID_ID3D12Device4 = { 0xe865df17, 0xa9ee, 0x46f9, { 0xa4, 0x63, 0x30, 0x98, 0x31, 0x5a, 0xa2, 0xe5 } };
  365. static const GUID IID_ID3D12Device5 = { 0x8b4f173b, 0x2fea, 0x4b80, { 0x8f, 0x58, 0x43, 0x07, 0x19, 0x1a, 0xb9, 0x5d } };
  366. static const GUID IID_ID3D12Fence = { 0x0a753dcf, 0xc4d8, 0x4b91, { 0xad, 0xf6, 0xbe, 0x5a, 0x60, 0xd9, 0x5a, 0x76 } };
  367. static const GUID IID_ID3D12GraphicsCommandList = { 0x5b160d0f, 0xac1b, 0x4185, { 0x8b, 0xa8, 0xb3, 0xae, 0x42, 0xa5, 0xa4, 0x55 } };
  368. static const GUID IID_ID3D12GraphicsCommandList1 = { 0x553103fb, 0x1fe7, 0x4557, { 0xbb, 0x38, 0x94, 0x6d, 0x7d, 0x0e, 0x7c, 0xa7 } };
  369. static const GUID IID_ID3D12GraphicsCommandList2 = { 0x38C3E585, 0xFF17, 0x412C, { 0x91, 0x50, 0x4F, 0xC6, 0xF9, 0xD7, 0x2A, 0x28 } };
  370. static const GUID IID_ID3D12GraphicsCommandList3 = { 0x6FDA83A7, 0xB84C, 0x4E38, { 0x9A, 0xC8, 0xC7, 0xBD, 0x22, 0x01, 0x6B, 0x3D } };
  371. static const GUID IID_ID3D12GraphicsCommandList4 = { 0x8754318e, 0xd3a9, 0x4541, { 0x98, 0xcf, 0x64, 0x5b, 0x50, 0xdc, 0x48, 0x74 } };
  372. static const GUID IID_ID3D12InfoQueue = { 0x0742a90b, 0xc387, 0x483f, { 0xb9, 0x46, 0x30, 0xa7, 0xe4, 0xe6, 0x14, 0x58 } };
  373. static const GUID IID_ID3D12PipelineState = { 0x765a30f3, 0xf624, 0x4c6f, { 0xa8, 0x28, 0xac, 0xe9, 0x48, 0x62, 0x24, 0x45 } };
  374. static const GUID IID_ID3D12Resource = { 0x696442be, 0xa72e, 0x4059, { 0xbc, 0x79, 0x5b, 0x5c, 0x98, 0x04, 0x0f, 0xad } };
  375. static const GUID IID_ID3D12RootSignature = { 0xc54a6b66, 0x72df, 0x4ee8, { 0x8b, 0xe5, 0xa9, 0x46, 0xa1, 0x42, 0x92, 0x14 } };
  376. static const GUID IID_ID3D12QueryHeap = { 0x0d9658ae, 0xed45, 0x469e, { 0xa6, 0x1d, 0x97, 0x0e, 0xc5, 0x83, 0xca, 0xb4 } };
  377. BX_PRAGMA_DIAGNOSTIC_POP();
  378. static const GUID s_d3dDeviceIIDs[] =
  379. {
  380. IID_ID3D12Device5,
  381. IID_ID3D12Device4,
  382. IID_ID3D12Device3,
  383. IID_ID3D12Device2,
  384. IID_ID3D12Device1,
  385. };
  386. struct HeapProperty
  387. {
  388. enum Enum
  389. {
  390. Default,
  391. Texture,
  392. Upload,
  393. ReadBack,
  394. Count
  395. };
  396. D3D12_HEAP_PROPERTIES m_properties;
  397. D3D12_RESOURCE_STATES m_state;
  398. };
  399. static HeapProperty s_heapProperties[] =
  400. {
  401. { { D3D12_HEAP_TYPE_DEFAULT, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, 0 }, D3D12_RESOURCE_STATE_COMMON },
  402. { { D3D12_HEAP_TYPE_DEFAULT, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, 0 }, D3D12_RESOURCE_STATE_COMMON },
  403. { { D3D12_HEAP_TYPE_UPLOAD, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, 0 }, D3D12_RESOURCE_STATE_GENERIC_READ },
  404. { { D3D12_HEAP_TYPE_READBACK, D3D12_CPU_PAGE_PROPERTY_UNKNOWN, D3D12_MEMORY_POOL_UNKNOWN, 0, 0 }, D3D12_RESOURCE_STATE_COPY_DEST },
  405. };
  406. BX_STATIC_ASSERT(BX_COUNTOF(s_heapProperties) == HeapProperty::Count);
  407. static inline D3D12_HEAP_PROPERTIES ID3D12DeviceGetCustomHeapProperties(ID3D12Device *device, UINT nodeMask, D3D12_HEAP_TYPE heapType)
  408. {
  409. // NOTICE: gcc trick for return struct
  410. union {
  411. D3D12_HEAP_PROPERTIES (STDMETHODCALLTYPE ID3D12Device::*w)(UINT, D3D12_HEAP_TYPE);
  412. void (STDMETHODCALLTYPE ID3D12Device::*f)(D3D12_HEAP_PROPERTIES *, UINT, D3D12_HEAP_TYPE);
  413. } conversion = { &ID3D12Device::GetCustomHeapProperties };
  414. D3D12_HEAP_PROPERTIES ret;
  415. (device->*conversion.f)(&ret, nodeMask, heapType);
  416. return ret;
  417. }
  418. static void initHeapProperties(ID3D12Device* _device, D3D12_HEAP_PROPERTIES& _properties)
  419. {
  420. if (D3D12_HEAP_TYPE_CUSTOM != _properties.Type)
  421. {
  422. _properties = ID3D12DeviceGetCustomHeapProperties(_device, 1, _properties.Type);
  423. }
  424. }
  425. static void initHeapProperties(ID3D12Device* _device)
  426. {
  427. #if BX_PLATFORM_WINDOWS
  428. initHeapProperties(_device, s_heapProperties[HeapProperty::Default ].m_properties);
  429. initHeapProperties(_device, s_heapProperties[HeapProperty::Texture ].m_properties);
  430. initHeapProperties(_device, s_heapProperties[HeapProperty::Upload ].m_properties);
  431. initHeapProperties(_device, s_heapProperties[HeapProperty::ReadBack].m_properties);
  432. #endif // BX_PLATFORM_WINDOWS
  433. }
  434. ID3D12Resource* createCommittedResource(ID3D12Device* _device, HeapProperty::Enum _heapProperty, const D3D12_RESOURCE_DESC* _resourceDesc, const D3D12_CLEAR_VALUE* _clearValue, bool _memSet = false)
  435. {
  436. const HeapProperty& heapProperty = s_heapProperties[_heapProperty];
  437. ID3D12Resource* resource;
  438. DX_CHECK(_device->CreateCommittedResource(&heapProperty.m_properties
  439. , D3D12_HEAP_FLAG_NONE
  440. , _resourceDesc
  441. , heapProperty.m_state
  442. , _clearValue
  443. , IID_ID3D12Resource
  444. , (void**)&resource
  445. ) );
  446. BX_WARN(NULL != resource, "CreateCommittedResource failed (size: %d). Out of memory?"
  447. , _resourceDesc->Width
  448. );
  449. if (BX_ENABLED(BX_PLATFORM_XBOXONE)
  450. && _memSet)
  451. {
  452. void* ptr;
  453. DX_CHECK(resource->Map(0, NULL, &ptr) );
  454. D3D12_RESOURCE_ALLOCATION_INFO rai = _device->GetResourceAllocationInfo(1, 1, _resourceDesc);
  455. bx::memSet(ptr, 0, size_t(rai.SizeInBytes) );
  456. resource->Unmap(0, NULL);
  457. }
  458. return resource;
  459. }
  460. ID3D12Resource* createCommittedResource(ID3D12Device* _device, HeapProperty::Enum _heapProperty, uint64_t _size, D3D12_RESOURCE_FLAGS _flags = D3D12_RESOURCE_FLAG_NONE)
  461. {
  462. D3D12_RESOURCE_DESC resourceDesc = {};
  463. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
  464. resourceDesc.Alignment = 0;
  465. resourceDesc.Width = _size;
  466. resourceDesc.Height = 1;
  467. resourceDesc.DepthOrArraySize = 1;
  468. resourceDesc.MipLevels = 1;
  469. resourceDesc.Format = DXGI_FORMAT_UNKNOWN;
  470. resourceDesc.SampleDesc.Count = 1;
  471. resourceDesc.SampleDesc.Quality = 0;
  472. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
  473. resourceDesc.Flags = _flags;
  474. return createCommittedResource(_device, _heapProperty, &resourceDesc, NULL);
  475. }
  476. inline bool isLost(HRESULT _hr)
  477. {
  478. return false
  479. || _hr == DXGI_ERROR_DEVICE_REMOVED
  480. || _hr == DXGI_ERROR_DEVICE_HUNG
  481. || _hr == DXGI_ERROR_DEVICE_RESET
  482. || _hr == DXGI_ERROR_DRIVER_INTERNAL_ERROR
  483. || _hr == DXGI_ERROR_NOT_CURRENTLY_AVAILABLE
  484. ;
  485. }
  486. static const char* getLostReason(HRESULT _hr)
  487. {
  488. switch (_hr)
  489. {
  490. // The GPU device instance has been suspended. Use GetDeviceRemovedReason to determine the appropriate action.
  491. case DXGI_ERROR_DEVICE_REMOVED: return "DXGI_ERROR_DEVICE_REMOVED";
  492. // The GPU will not respond to more commands, most likely because of an invalid command passed by the calling application.
  493. case DXGI_ERROR_DEVICE_HUNG: return "DXGI_ERROR_DEVICE_HUNG";
  494. // The GPU will not respond to more commands, most likely because some other application submitted invalid commands.
  495. // The calling application should re-create the device and continue.
  496. case DXGI_ERROR_DEVICE_RESET: return "DXGI_ERROR_DEVICE_RESET";
  497. // An internal issue prevented the driver from carrying out the specified operation. The driver's state is probably
  498. // suspect, and the application should not continue.
  499. case DXGI_ERROR_DRIVER_INTERNAL_ERROR: return "DXGI_ERROR_DRIVER_INTERNAL_ERROR";
  500. // A resource is not available at the time of the call, but may become available later.
  501. case DXGI_ERROR_NOT_CURRENTLY_AVAILABLE: return "DXGI_ERROR_NOT_CURRENTLY_AVAILABLE";
  502. case S_OK: return "S_OK";
  503. default: break;
  504. }
  505. return "Unknown HRESULT?";
  506. }
  507. BX_NO_INLINE void setDebugObjectName(ID3D12Object* _object, const char* _format, ...)
  508. {
  509. if (BX_ENABLED(BGFX_CONFIG_DEBUG_OBJECT_NAME) )
  510. {
  511. char temp[2048];
  512. va_list argList;
  513. va_start(argList, _format);
  514. int size = bx::uint32_min(sizeof(temp)-1, bx::vsnprintf(temp, sizeof(temp), _format, argList) );
  515. va_end(argList);
  516. temp[size] = '\0';
  517. wchar_t* wtemp = (wchar_t*)alloca( (size+1)*2);
  518. mbstowcs(wtemp, temp, size+1);
  519. _object->SetName(wtemp);
  520. }
  521. }
  522. #if USE_D3D12_DYNAMIC_LIB
  523. static PFN_D3D12_ENABLE_EXPERIMENTAL_FEATURES D3D12EnableExperimentalFeatures;
  524. static PFN_D3D12_CREATE_DEVICE D3D12CreateDevice;
  525. static PFN_D3D12_GET_DEBUG_INTERFACE D3D12GetDebugInterface;
  526. static PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignature;
  527. typedef HANDLE (WINAPI* PFN_CREATE_EVENT_EX_A)(LPSECURITY_ATTRIBUTES _attrs, LPCSTR _name, DWORD _flags, DWORD _access);
  528. static PFN_CREATE_EVENT_EX_A CreateEventExA;
  529. #endif // USE_D3D12_DYNAMIC_LIB
  530. inline D3D12_CPU_DESCRIPTOR_HANDLE getCPUHandleHeapStart(ID3D12DescriptorHeap* _heap)
  531. {
  532. #if BX_COMPILER_MSVC
  533. return _heap->GetCPUDescriptorHandleForHeapStart();
  534. #else
  535. D3D12_CPU_DESCRIPTOR_HANDLE handle;
  536. union {
  537. D3D12_CPU_DESCRIPTOR_HANDLE (WINAPI ID3D12DescriptorHeap::*w)();
  538. void (WINAPI ID3D12DescriptorHeap::*f)(D3D12_CPU_DESCRIPTOR_HANDLE *);
  539. } conversion = { &ID3D12DescriptorHeap::GetCPUDescriptorHandleForHeapStart };
  540. (_heap->*conversion.f)(&handle);
  541. return handle;
  542. #endif // BX_COMPILER_MSVC
  543. }
  544. inline D3D12_GPU_DESCRIPTOR_HANDLE getGPUHandleHeapStart(ID3D12DescriptorHeap* _heap)
  545. {
  546. #if BX_COMPILER_MSVC
  547. return _heap->GetGPUDescriptorHandleForHeapStart();
  548. #else
  549. D3D12_GPU_DESCRIPTOR_HANDLE handle;
  550. union {
  551. D3D12_GPU_DESCRIPTOR_HANDLE (WINAPI ID3D12DescriptorHeap::*w)();
  552. void (WINAPI ID3D12DescriptorHeap::*f)(D3D12_GPU_DESCRIPTOR_HANDLE *);
  553. } conversion = { &ID3D12DescriptorHeap::GetGPUDescriptorHandleForHeapStart };
  554. (_heap->*conversion.f)(&handle);
  555. return handle;
  556. #endif // BX_COMPILER_MSVC
  557. }
  558. inline D3D12_RESOURCE_DESC getResourceDesc(ID3D12Resource* _resource)
  559. {
  560. #if BX_COMPILER_MSVC
  561. return _resource->GetDesc();
  562. #else
  563. D3D12_RESOURCE_DESC desc;
  564. union {
  565. D3D12_RESOURCE_DESC (STDMETHODCALLTYPE ID3D12Resource::*w)();
  566. void (STDMETHODCALLTYPE ID3D12Resource::*f)(D3D12_RESOURCE_DESC *);
  567. } conversion = { &ID3D12Resource::GetDesc };
  568. (_resource->*conversion.f)(&desc);
  569. return desc;
  570. #endif // BX_COMPILER_MSVC
  571. }
  572. #if BGFX_CONFIG_DEBUG_ANNOTATION && (BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  573. static PIXEventsThreadInfo s_pixEventsThreadInfo;
  574. PIXEventsThreadInfo* WINAPI stubPIXGetThreadInfo()
  575. {
  576. return &s_pixEventsThreadInfo;
  577. }
  578. uint64_t WINAPI stubPIXEventsReplaceBlock(bool _getEarliestTime)
  579. {
  580. BX_UNUSED(_getEarliestTime);
  581. return 0;
  582. }
  583. #endif // BGFX_CONFIG_DEBUG_ANNOTATION && (BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  584. struct RendererContextD3D12 : public RendererContextI
  585. {
  586. RendererContextD3D12()
  587. : m_d3d12Dll(NULL)
  588. , m_renderDocDll(NULL)
  589. , m_winPixEvent(NULL)
  590. , m_featureLevel(D3D_FEATURE_LEVEL(0) )
  591. , m_swapChain(NULL)
  592. , m_wireframe(false)
  593. , m_lost(false)
  594. , m_maxAnisotropy(1)
  595. , m_depthClamp(false)
  596. , m_backBufferColorIdx(0)
  597. , m_rtMsaa(false)
  598. , m_directAccessSupport(false)
  599. {
  600. }
  601. ~RendererContextD3D12()
  602. {
  603. }
  604. bool init(const Init& _init)
  605. {
  606. struct ErrorState
  607. {
  608. enum Enum
  609. {
  610. Default,
  611. LoadedKernel32,
  612. LoadedD3D12,
  613. LoadedDXGI,
  614. CreatedDXGIFactory,
  615. CreatedCommandQueue,
  616. };
  617. };
  618. ErrorState::Enum errorState = ErrorState::Default;
  619. // LUID luid;
  620. #if BGFX_CONFIG_DEBUG_ANNOTATION && (BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  621. m_winPixEvent = bx::dlopen("WinPixEventRuntime.dll");
  622. if (NULL != m_winPixEvent)
  623. {
  624. bgfx_PIXGetThreadInfo = (PFN_PIX_GET_THREAD_INFO )bx::dlsym(m_winPixEvent, "PIXGetThreadInfo");
  625. bgfx_PIXEventsReplaceBlock = (PFN_PIX_EVENTS_REPLACE_BLOCK)bx::dlsym(m_winPixEvent, "PIXEventsReplaceBlock");
  626. }
  627. if (NULL == bgfx_PIXGetThreadInfo
  628. || NULL == bgfx_PIXEventsReplaceBlock)
  629. {
  630. bgfx_PIXGetThreadInfo = stubPIXGetThreadInfo;
  631. bgfx_PIXEventsReplaceBlock = stubPIXEventsReplaceBlock;
  632. }
  633. #endif // BGFX_CONFIG_DEBUG_ANNOTATION && (BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  634. if (_init.debug
  635. || _init.profile)
  636. {
  637. m_renderDocDll = loadRenderDoc();
  638. }
  639. setGraphicsDebuggerPresent(NULL != m_renderDocDll || NULL != m_winPixEvent);
  640. m_fbh.idx = kInvalidHandle;
  641. bx::memSet(m_uniforms, 0, sizeof(m_uniforms) );
  642. bx::memSet(&m_resolution, 0, sizeof(m_resolution) );
  643. #if USE_D3D12_DYNAMIC_LIB
  644. m_kernel32Dll = bx::dlopen("kernel32.dll");
  645. if (NULL == m_kernel32Dll)
  646. {
  647. BX_TRACE("Init error: Failed to load kernel32.dll.");
  648. goto error;
  649. }
  650. CreateEventExA = (PFN_CREATE_EVENT_EX_A)bx::dlsym(m_kernel32Dll, "CreateEventExA");
  651. if (NULL == CreateEventExA)
  652. {
  653. BX_TRACE("Init error: Function CreateEventExA not found.");
  654. goto error;
  655. }
  656. errorState = ErrorState::LoadedKernel32;
  657. m_nvapi.init();
  658. m_d3d12Dll = bx::dlopen("d3d12.dll");
  659. if (NULL == m_d3d12Dll)
  660. {
  661. BX_TRACE("Init error: Failed to load d3d12.dll.");
  662. goto error;
  663. }
  664. errorState = ErrorState::LoadedD3D12;
  665. D3D12EnableExperimentalFeatures = (PFN_D3D12_ENABLE_EXPERIMENTAL_FEATURES)bx::dlsym(m_d3d12Dll, "D3D12EnableExperimentalFeatures");
  666. BX_WARN(NULL != D3D12EnableExperimentalFeatures, "Function D3D12EnableExperimentalFeatures not found.");
  667. D3D12CreateDevice = (PFN_D3D12_CREATE_DEVICE)bx::dlsym(m_d3d12Dll, "D3D12CreateDevice");
  668. BX_WARN(NULL != D3D12CreateDevice, "Function D3D12CreateDevice not found.");
  669. D3D12GetDebugInterface = (PFN_D3D12_GET_DEBUG_INTERFACE)bx::dlsym(m_d3d12Dll, "D3D12GetDebugInterface");
  670. BX_WARN(NULL != D3D12GetDebugInterface, "Function D3D12GetDebugInterface not found.");
  671. D3D12SerializeRootSignature = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)bx::dlsym(m_d3d12Dll, "D3D12SerializeRootSignature");
  672. BX_WARN(NULL != D3D12SerializeRootSignature, "Function D3D12SerializeRootSignature not found.");
  673. if (NULL == D3D12CreateDevice
  674. || NULL == D3D12GetDebugInterface
  675. || NULL == D3D12SerializeRootSignature)
  676. {
  677. BX_TRACE("Init error: Function not found.");
  678. goto error;
  679. }
  680. #endif // USE_D3D12_DYNAMIC_LIB
  681. if (!m_dxgi.init(g_caps) )
  682. {
  683. goto error;
  684. }
  685. errorState = ErrorState::LoadedDXGI;
  686. HRESULT hr;
  687. {
  688. #if BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  689. if (_init.debug
  690. || _init.profile)
  691. {
  692. ID3D12Debug* debug0;
  693. hr = D3D12GetDebugInterface(IID_ID3D12Debug, (void**)&debug0);
  694. if (SUCCEEDED(hr) )
  695. {
  696. if (_init.debug)
  697. {
  698. #if BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  699. debug0->EnableDebugLayer();
  700. {
  701. ID3D12Debug1* debug1;
  702. hr = debug0->QueryInterface(IID_ID3D12Debug1, (void**)&debug1);
  703. if (SUCCEEDED(hr))
  704. {
  705. // debug1->SetEnableGPUBasedValidation(true);
  706. // https://discordapp.com/channels/590611987420020747/593519198995742733/703642988345032804
  707. // D3D12 Bug Number: 26131261
  708. // There is a bug in the D3D12 validation that causes example-21 to fail when using UAV
  709. // Setting this function below to false avoids the bug
  710. debug1->SetEnableSynchronizedCommandQueueValidation(false);
  711. }
  712. DX_RELEASE(debug1, 1);
  713. }
  714. #endif // BX_PLATFORM_WINDOWS
  715. }
  716. DX_RELEASE(debug0, 0);
  717. }
  718. }
  719. D3D_FEATURE_LEVEL featureLevel[] =
  720. {
  721. D3D_FEATURE_LEVEL_12_1,
  722. D3D_FEATURE_LEVEL_12_0,
  723. D3D_FEATURE_LEVEL_11_1,
  724. D3D_FEATURE_LEVEL_11_0,
  725. };
  726. hr = E_FAIL;
  727. for (uint32_t ii = 0; ii < BX_COUNTOF(featureLevel) && FAILED(hr); ++ii)
  728. {
  729. hr = D3D12CreateDevice(m_dxgi.m_adapter
  730. , featureLevel[ii]
  731. , IID_ID3D12Device
  732. , (void**)&m_device
  733. );
  734. BX_WARN(FAILED(hr), "Direct3D12 device feature level %d.%d."
  735. , (featureLevel[ii] >> 12) & 0xf
  736. , (featureLevel[ii] >> 8) & 0xf
  737. );
  738. m_featureLevel = featureLevel[ii];
  739. }
  740. #else
  741. // Reference(s):
  742. // - https://github.com/Microsoft/Xbox-ATG-Samples/blob/1271bfd61b4883c775f395b6f13aeabea70290ca/XDKSamples/Graphics/AdvancedESRAM12/DeviceResources.cpp#L64
  743. D3D12XBOX_CREATE_DEVICE_PARAMETERS params = {};
  744. params.Version = D3D12_SDK_VERSION;
  745. params.ProcessDebugFlags = D3D12XBOX_PROCESS_DEBUG_FLAGS(0
  746. | (_init.debug ? D3D12XBOX_PROCESS_DEBUG_FLAG_DEBUG : 0)
  747. | (_init.profile ? D3D12XBOX_PROCESS_DEBUG_FLAG_INSTRUMENTED : 0)
  748. );
  749. params.GraphicsCommandQueueRingSizeBytes = UINT32_MAX;
  750. params.GraphicsScratchMemorySizeBytes = UINT32_MAX;
  751. params.ComputeScratchMemorySizeBytes = UINT32_MAX;
  752. params.DisableGeometryShaderAllocations = true;
  753. params.DisableTessellationShaderAllocations = true;
  754. hr = D3D12XboxCreateDevice(
  755. m_dxgi.m_adapter
  756. , &params
  757. , IID_ID3D12Device
  758. , (void**)&m_device
  759. );
  760. m_featureLevel = D3D_FEATURE_LEVEL_12_1;
  761. if (SUCCEEDED(hr) )
  762. {
  763. m_device->SetDebugErrorFilterX(0x73EC9EAF, D3D12XBOX_DEBUG_FILTER_FLAG_DISABLE_BREAKS);
  764. m_device->SetDebugErrorFilterX(0x8EC9B15C, D3D12XBOX_DEBUG_FILTER_FLAG_DISABLE_OUTPUT);
  765. }
  766. #endif // BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  767. }
  768. if (FAILED(hr) )
  769. {
  770. BX_TRACE("Init error: Unable to create Direct3D12 device.");
  771. if (BX_ENABLED(BX_PLATFORM_WINRT) )
  772. {
  773. BX_TRACE("Hint: Change UWP app to game?");
  774. }
  775. goto error;
  776. }
  777. m_dxgi.update(m_device);
  778. {
  779. m_deviceInterfaceVersion = 0;
  780. for (uint32_t ii = 0; ii < BX_COUNTOF(s_d3dDeviceIIDs); ++ii)
  781. {
  782. ID3D12Device* device;
  783. hr = m_device->QueryInterface(s_d3dDeviceIIDs[ii], (void**)&device);
  784. if (SUCCEEDED(hr) )
  785. {
  786. device->Release(); // BK - ignore ref count.
  787. m_deviceInterfaceVersion = BX_COUNTOF(s_d3dDeviceIIDs) - ii;
  788. break;
  789. }
  790. }
  791. }
  792. if (BGFX_PCI_ID_NVIDIA != m_dxgi.m_adapterDesc.VendorId)
  793. {
  794. m_nvapi.shutdown();
  795. }
  796. {
  797. uint32_t numNodes = m_device->GetNodeCount();
  798. BX_TRACE("D3D12 GPU Architecture (num nodes: %d):", numNodes);
  799. for (uint32_t ii = 0; ii < numNodes; ++ii)
  800. {
  801. D3D12_FEATURE_DATA_ARCHITECTURE architecture;
  802. architecture.NodeIndex = ii;
  803. DX_CHECK(m_device->CheckFeatureSupport(D3D12_FEATURE_ARCHITECTURE, &architecture, sizeof(architecture) ) );
  804. BX_TRACE("\tNode % 2d: TileBasedRenderer %d, UMA %d, CacheCoherentUMA %d"
  805. , ii
  806. , architecture.TileBasedRenderer
  807. , architecture.UMA
  808. , architecture.CacheCoherentUMA
  809. );
  810. if (0 == ii)
  811. {
  812. bx::memCopy(&m_architecture, &architecture, sizeof(architecture) );
  813. }
  814. }
  815. }
  816. DX_CHECK(m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS, &m_options, sizeof(m_options) ) );
  817. BX_TRACE("D3D12 options:");
  818. BX_TRACE("\tTiledResourcesTier %d", m_options.TiledResourcesTier);
  819. BX_TRACE("\tResourceBindingTier %d", m_options.ResourceBindingTier);
  820. BX_TRACE("\tROVsSupported %d", m_options.ROVsSupported);
  821. BX_TRACE("\tConservativeRasterizationTier %d", m_options.ConservativeRasterizationTier);
  822. BX_TRACE("\tCrossNodeSharingTier %d", m_options.CrossNodeSharingTier);
  823. BX_TRACE("\tResourceHeapTier %d", m_options.ResourceHeapTier);
  824. initHeapProperties(m_device);
  825. m_cmd.init(m_device);
  826. m_device->SetPrivateDataInterface(IID_ID3D12CommandQueue, m_cmd.m_commandQueue);
  827. errorState = ErrorState::CreatedCommandQueue;
  828. if (NULL == g_platformData.backBuffer)
  829. {
  830. bx::memSet(&m_scd, 0, sizeof(m_scd) );
  831. m_scd.width = _init.resolution.width;
  832. m_scd.height = _init.resolution.height;
  833. m_scd.format = s_textureFormat[_init.resolution.format].m_fmt;
  834. m_scd.stereo = false;
  835. updateMsaa(m_scd.format);
  836. m_scd.sampleDesc = s_msaa[(_init.resolution.reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  837. m_scd.bufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  838. m_scd.bufferCount = bx::clamp<uint8_t>(_init.resolution.numBackBuffers, 2, BX_COUNTOF(m_backBufferColor) );
  839. m_scd.scaling = 0 == g_platformData.ndt
  840. ? DXGI_SCALING_NONE
  841. : DXGI_SCALING_STRETCH
  842. ;
  843. m_scd.swapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
  844. m_scd.alphaMode = DXGI_ALPHA_MODE_IGNORE;
  845. m_scd.flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  846. m_scd.maxFrameLatency = bx::min<uint8_t>(_init.resolution.maxFrameLatency, BGFX_CONFIG_MAX_FRAME_LATENCY);
  847. m_scd.nwh = g_platformData.nwh;
  848. m_scd.ndt = g_platformData.ndt;
  849. m_scd.windowed = true;
  850. m_backBufferColorIdx = m_scd.bufferCount-1;
  851. m_msaaRt = NULL;
  852. if (NULL != m_scd.nwh)
  853. {
  854. hr = m_dxgi.createSwapChain(
  855. getDeviceForSwapChain()
  856. , m_scd
  857. , &m_swapChain
  858. );
  859. if (FAILED(hr) )
  860. {
  861. BX_TRACE("Init error: Unable to create Direct3D12 swap chain.");
  862. goto error;
  863. }
  864. else
  865. {
  866. m_resolution = _init.resolution;
  867. m_resolution.reset = _init.resolution.reset & (~BGFX_RESET_INTERNAL_FORCE);
  868. m_textVideoMem.resize(false, _init.resolution.width, _init.resolution.height);
  869. m_textVideoMem.clear();
  870. }
  871. if (1 < m_scd.sampleDesc.Count)
  872. {
  873. D3D12_RESOURCE_DESC resourceDesc;
  874. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  875. resourceDesc.Alignment = D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT;
  876. resourceDesc.Width = m_scd.width;
  877. resourceDesc.Height = m_scd.height;
  878. resourceDesc.MipLevels = 1;
  879. resourceDesc.Format = (m_resolution.reset & BGFX_RESET_SRGB_BACKBUFFER)
  880. ? s_textureFormat[m_resolution.format].m_fmtSrgb
  881. : s_textureFormat[m_resolution.format].m_fmt;
  882. resourceDesc.SampleDesc = m_scd.sampleDesc;
  883. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  884. resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
  885. resourceDesc.DepthOrArraySize = 1;
  886. D3D12_CLEAR_VALUE clearValue;
  887. clearValue.Format = resourceDesc.Format;
  888. clearValue.Color[0] = 0.0f;
  889. clearValue.Color[1] = 0.0f;
  890. clearValue.Color[2] = 0.0f;
  891. clearValue.Color[3] = 0.0f;
  892. m_msaaRt = createCommittedResource(m_device, HeapProperty::Texture, &resourceDesc, &clearValue, true);
  893. setDebugObjectName(m_msaaRt, "MSAA Backbuffer");
  894. }
  895. }
  896. }
  897. m_presentElapsed = 0;
  898. {
  899. m_resolution.width = _init.resolution.width;
  900. m_resolution.height = _init.resolution.height;
  901. m_windows[0] = BGFX_INVALID_HANDLE;
  902. m_numWindows = 1;
  903. #if BX_PLATFORM_WINDOWS
  904. m_infoQueue = NULL;
  905. DX_CHECK(m_dxgi.m_factory->MakeWindowAssociation( (HWND)g_platformData.nwh
  906. , 0
  907. | DXGI_MWA_NO_WINDOW_CHANGES
  908. | DXGI_MWA_NO_ALT_ENTER
  909. ) );
  910. if (_init.debug)
  911. {
  912. hr = m_device->QueryInterface(IID_ID3D12InfoQueue, (void**)&m_infoQueue);
  913. if (SUCCEEDED(hr) )
  914. {
  915. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, true);
  916. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, true);
  917. m_infoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, false);
  918. D3D12_INFO_QUEUE_FILTER filter;
  919. bx::memSet(&filter, 0, sizeof(filter) );
  920. D3D12_MESSAGE_CATEGORY catlist[] =
  921. {
  922. D3D12_MESSAGE_CATEGORY_STATE_CREATION,
  923. D3D12_MESSAGE_CATEGORY_EXECUTION,
  924. };
  925. filter.DenyList.NumCategories = BX_COUNTOF(catlist);
  926. filter.DenyList.pCategoryList = catlist;
  927. m_infoQueue->PushStorageFilter(&filter);
  928. }
  929. }
  930. #endif // BX_PLATFORM_WINDOWS
  931. D3D12_DESCRIPTOR_HEAP_DESC rtvDescHeap;
  932. rtvDescHeap.NumDescriptors = 0
  933. + BX_COUNTOF(m_backBufferColor)
  934. + BGFX_CONFIG_MAX_FRAME_BUFFERS*BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS
  935. ;
  936. rtvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
  937. rtvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  938. rtvDescHeap.NodeMask = 1;
  939. DX_CHECK(m_device->CreateDescriptorHeap(&rtvDescHeap
  940. , IID_ID3D12DescriptorHeap
  941. , (void**)&m_rtvDescriptorHeap
  942. ) );
  943. D3D12_DESCRIPTOR_HEAP_DESC dsvDescHeap;
  944. dsvDescHeap.NumDescriptors = 0
  945. + 1 // reserved for depth backbuffer.
  946. + BGFX_CONFIG_MAX_FRAME_BUFFERS
  947. ;
  948. dsvDescHeap.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
  949. dsvDescHeap.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  950. dsvDescHeap.NodeMask = 1;
  951. DX_CHECK(m_device->CreateDescriptorHeap(&dsvDescHeap
  952. , IID_ID3D12DescriptorHeap
  953. , (void**)&m_dsvDescriptorHeap
  954. ) );
  955. for (uint32_t ii = 0; ii < BX_COUNTOF(m_scratchBuffer); ++ii)
  956. {
  957. m_scratchBuffer[ii].create(BGFX_CONFIG_MAX_DRAW_CALLS*1024
  958. , BGFX_CONFIG_MAX_TEXTURES + BGFX_CONFIG_MAX_SHADERS + BGFX_CONFIG_MAX_DRAW_CALLS
  959. );
  960. }
  961. m_samplerAllocator.create(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER
  962. , 1024
  963. , BGFX_CONFIG_MAX_TEXTURE_SAMPLERS
  964. );
  965. D3D12_DESCRIPTOR_RANGE descRange[] =
  966. {
  967. { D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  968. { D3D12_DESCRIPTOR_RANGE_TYPE_SRV, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  969. { D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  970. { D3D12_DESCRIPTOR_RANGE_TYPE_UAV, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, 0, 0, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND },
  971. };
  972. BX_STATIC_ASSERT(BX_COUNTOF(descRange) == Rdt::Count);
  973. D3D12_ROOT_PARAMETER rootParameter[] =
  974. {
  975. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::Sampler] } }, D3D12_SHADER_VISIBILITY_ALL },
  976. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::SRV] } }, D3D12_SHADER_VISIBILITY_ALL },
  977. { D3D12_ROOT_PARAMETER_TYPE_CBV, { { 0, 0 } }, D3D12_SHADER_VISIBILITY_ALL },
  978. { D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, { { 1, &descRange[Rdt::UAV] } }, D3D12_SHADER_VISIBILITY_ALL },
  979. };
  980. rootParameter[Rdt::CBV].Descriptor.RegisterSpace = 0;
  981. rootParameter[Rdt::CBV].Descriptor.ShaderRegister = 0;
  982. D3D12_ROOT_SIGNATURE_DESC descRootSignature;
  983. descRootSignature.NumParameters = BX_COUNTOF(rootParameter);
  984. descRootSignature.pParameters = rootParameter;
  985. descRootSignature.NumStaticSamplers = 0;
  986. descRootSignature.pStaticSamplers = NULL;
  987. descRootSignature.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
  988. ID3DBlob* outBlob;
  989. ID3DBlob* errorBlob;
  990. DX_CHECK(D3D12SerializeRootSignature(&descRootSignature
  991. , D3D_ROOT_SIGNATURE_VERSION_1
  992. , &outBlob
  993. , &errorBlob
  994. ) );
  995. DX_CHECK(m_device->CreateRootSignature(0
  996. , outBlob->GetBufferPointer()
  997. , outBlob->GetBufferSize()
  998. , IID_ID3D12RootSignature
  999. , (void**)&m_rootSignature
  1000. ) );
  1001. ///
  1002. m_directAccessSupport = true
  1003. && BX_ENABLED(BX_PLATFORM_XBOXONE)
  1004. && m_architecture.UMA
  1005. ;
  1006. g_caps.supported |= ( 0
  1007. | BGFX_CAPS_TEXTURE_3D
  1008. | BGFX_CAPS_TEXTURE_COMPARE_ALL
  1009. | BGFX_CAPS_INDEX32
  1010. | BGFX_CAPS_INSTANCING
  1011. | BGFX_CAPS_DRAW_INDIRECT
  1012. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  1013. | BGFX_CAPS_VERTEX_ATTRIB_UINT10
  1014. | BGFX_CAPS_VERTEX_ID
  1015. | BGFX_CAPS_FRAGMENT_DEPTH
  1016. | BGFX_CAPS_BLEND_INDEPENDENT
  1017. | BGFX_CAPS_COMPUTE
  1018. | (m_options.ROVsSupported ? BGFX_CAPS_FRAGMENT_ORDERING : 0)
  1019. | (m_directAccessSupport ? BGFX_CAPS_TEXTURE_DIRECT_ACCESS : 0)
  1020. | (BX_ENABLED(BX_PLATFORM_WINDOWS) ? BGFX_CAPS_SWAP_CHAIN : 0)
  1021. | BGFX_CAPS_TEXTURE_BLIT
  1022. | BGFX_CAPS_TEXTURE_READ_BACK
  1023. | BGFX_CAPS_OCCLUSION_QUERY
  1024. | BGFX_CAPS_ALPHA_TO_COVERAGE
  1025. | BGFX_CAPS_TEXTURE_2D_ARRAY
  1026. | BGFX_CAPS_TEXTURE_CUBE_ARRAY
  1027. | BGFX_CAPS_IMAGE_RW
  1028. | BGFX_CAPS_VIEWPORT_LAYER_ARRAY
  1029. );
  1030. g_caps.limits.maxTextureSize = D3D12_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  1031. g_caps.limits.maxTextureLayers = D3D12_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION;
  1032. g_caps.limits.maxFBAttachments = bx::min<uint8_t>(16, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS);
  1033. g_caps.limits.maxComputeBindings = bx::min(D3D12_UAV_SLOT_COUNT, BGFX_MAX_COMPUTE_BINDINGS);
  1034. g_caps.limits.maxVertexStreams = BGFX_CONFIG_MAX_VERTEX_STREAMS;
  1035. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  1036. {
  1037. uint16_t support = BGFX_CAPS_FORMAT_TEXTURE_NONE;
  1038. const DXGI_FORMAT fmt = bimg::isDepth(bimg::TextureFormat::Enum(ii) )
  1039. ? s_textureFormat[ii].m_fmtDsv
  1040. : s_textureFormat[ii].m_fmt
  1041. ;
  1042. const DXGI_FORMAT fmtSrgb = s_textureFormat[ii].m_fmtSrgb;
  1043. if (DXGI_FORMAT_UNKNOWN != fmt)
  1044. {
  1045. D3D12_FEATURE_DATA_FORMAT_SUPPORT data;
  1046. data.Format = fmt;
  1047. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1048. if (SUCCEEDED(hr) )
  1049. {
  1050. support |= 0 != (data.Support1 & (0
  1051. | D3D12_FORMAT_SUPPORT1_TEXTURE2D
  1052. ) )
  1053. ? BGFX_CAPS_FORMAT_TEXTURE_2D
  1054. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1055. ;
  1056. support |= 0 != (data.Support1 & (0
  1057. | D3D12_FORMAT_SUPPORT1_TEXTURE3D
  1058. ) )
  1059. ? BGFX_CAPS_FORMAT_TEXTURE_3D
  1060. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1061. ;
  1062. support |= 0 != (data.Support1 & (0
  1063. | D3D12_FORMAT_SUPPORT1_TEXTURECUBE
  1064. ) )
  1065. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE
  1066. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1067. ;
  1068. support |= 0 != (data.Support1 & (0
  1069. | D3D12_FORMAT_SUPPORT1_BUFFER
  1070. | D3D12_FORMAT_SUPPORT1_IA_VERTEX_BUFFER
  1071. | D3D12_FORMAT_SUPPORT1_IA_INDEX_BUFFER
  1072. ) )
  1073. ? BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  1074. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1075. ;
  1076. support |= 0 != (data.Support1 & (0
  1077. | D3D12_FORMAT_SUPPORT1_SHADER_LOAD
  1078. ) )
  1079. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE_READ
  1080. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1081. ;
  1082. support |= 0 != (data.Support1 & (0
  1083. | D3D12_FORMAT_SUPPORT1_RENDER_TARGET
  1084. | D3D12_FORMAT_SUPPORT1_DEPTH_STENCIL
  1085. ) )
  1086. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  1087. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1088. ;
  1089. support |= 0 != (data.Support1 & (0
  1090. | D3D12_FORMAT_SUPPORT1_MULTISAMPLE_RENDERTARGET
  1091. ) )
  1092. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA
  1093. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1094. ;
  1095. support |= 0 != (data.Support1 & (0
  1096. | D3D12_FORMAT_SUPPORT1_MULTISAMPLE_LOAD
  1097. ) )
  1098. ? BGFX_CAPS_FORMAT_TEXTURE_MSAA
  1099. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1100. ;
  1101. }
  1102. else
  1103. {
  1104. BX_TRACE("CheckFeatureSupport failed with %x for format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1105. }
  1106. if (0 != (support & BGFX_CAPS_FORMAT_TEXTURE_IMAGE_READ) )
  1107. {
  1108. // clear image flag for additional testing
  1109. support &= ~BGFX_CAPS_FORMAT_TEXTURE_IMAGE_READ;
  1110. data.Format = s_textureFormat[ii].m_fmt;
  1111. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1112. if (SUCCEEDED(hr) )
  1113. {
  1114. support |= 0 != (data.Support2 & (0
  1115. | D3D12_FORMAT_SUPPORT2_UAV_TYPED_LOAD
  1116. ) )
  1117. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE_READ
  1118. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1119. ;
  1120. support |= 0 != (data.Support2 & (0
  1121. | D3D12_FORMAT_SUPPORT2_UAV_TYPED_STORE
  1122. ) )
  1123. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE_WRITE
  1124. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1125. ;
  1126. }
  1127. }
  1128. }
  1129. if (DXGI_FORMAT_UNKNOWN != fmtSrgb)
  1130. {
  1131. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  1132. {
  1133. DXGI_FORMAT InFormat;
  1134. UINT OutFormatSupport;
  1135. };
  1136. D3D12_FEATURE_DATA_FORMAT_SUPPORT data;
  1137. data.Format = fmtSrgb;
  1138. hr = m_device->CheckFeatureSupport(D3D12_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1139. if (SUCCEEDED(hr) )
  1140. {
  1141. support |= 0 != (data.Support1 & (0
  1142. | D3D12_FORMAT_SUPPORT1_TEXTURE2D
  1143. ) )
  1144. ? BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB
  1145. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1146. ;
  1147. support |= 0 != (data.Support1 & (0
  1148. | D3D12_FORMAT_SUPPORT1_TEXTURE3D
  1149. ) )
  1150. ? BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB
  1151. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1152. ;
  1153. support |= 0 != (data.Support1 & (0
  1154. | D3D12_FORMAT_SUPPORT1_TEXTURECUBE
  1155. ) )
  1156. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB
  1157. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1158. ;
  1159. }
  1160. else
  1161. {
  1162. BX_TRACE("CheckFeatureSupport failed with %x for sRGB format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1163. }
  1164. }
  1165. g_caps.formats[ii] = support;
  1166. }
  1167. // Init reserved part of view name.
  1168. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  1169. {
  1170. bx::snprintf(s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED + 1, "%3d ", ii);
  1171. }
  1172. postReset();
  1173. m_batch.create(4<<10);
  1174. m_batch.setIndirectMode(BGFX_PCI_ID_NVIDIA != m_dxgi.m_adapterDesc.VendorId && BGFX_PCI_ID_MICROSOFT != m_dxgi.m_adapterDesc.VendorId);
  1175. m_gpuTimer.init();
  1176. m_occlusionQuery.init();
  1177. {
  1178. D3D12_INDIRECT_ARGUMENT_TYPE argType[] =
  1179. {
  1180. D3D12_INDIRECT_ARGUMENT_TYPE_DISPATCH,
  1181. D3D12_INDIRECT_ARGUMENT_TYPE_DRAW,
  1182. D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED,
  1183. };
  1184. D3D12_INDIRECT_ARGUMENT_DESC argDesc;
  1185. bx::memSet(&argDesc, 0, sizeof(argDesc) );
  1186. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandSignature); ++ii)
  1187. {
  1188. argDesc.Type = argType[ii];
  1189. D3D12_COMMAND_SIGNATURE_DESC commandSignatureDesc = { BGFX_CONFIG_DRAW_INDIRECT_STRIDE, 1, &argDesc, 1 };
  1190. m_commandSignature[ii] = NULL;
  1191. DX_CHECK(m_device->CreateCommandSignature(&commandSignatureDesc
  1192. , NULL
  1193. , IID_ID3D12CommandSignature
  1194. , (void**)&m_commandSignature[ii]
  1195. ) );
  1196. }
  1197. }
  1198. }
  1199. if (m_nvapi.isInitialized() )
  1200. {
  1201. finish();
  1202. m_commandList = m_cmd.alloc();
  1203. m_nvapi.initAftermath(m_device, m_commandList);
  1204. }
  1205. g_internalData.context = m_device;
  1206. return true;
  1207. error:
  1208. switch (errorState)
  1209. {
  1210. case ErrorState::CreatedCommandQueue:
  1211. m_device->SetPrivateDataInterface(IID_ID3D12CommandQueue, NULL);
  1212. m_cmd.shutdown();
  1213. BX_FALLTHROUGH;
  1214. case ErrorState::CreatedDXGIFactory:
  1215. DX_RELEASE(m_device, 0);
  1216. m_dxgi.shutdown();
  1217. BX_FALLTHROUGH;
  1218. #if USE_D3D12_DYNAMIC_LIB
  1219. case ErrorState::LoadedDXGI:
  1220. case ErrorState::LoadedD3D12:
  1221. bx::dlclose(m_d3d12Dll);
  1222. BX_FALLTHROUGH;
  1223. case ErrorState::LoadedKernel32:
  1224. bx::dlclose(m_kernel32Dll);
  1225. BX_FALLTHROUGH;
  1226. #endif // USE_D3D12_DYNAMIC_LIB
  1227. case ErrorState::Default:
  1228. default:
  1229. m_nvapi.shutdown();
  1230. unloadRenderDoc(m_renderDocDll);
  1231. bx::dlclose(m_winPixEvent);
  1232. m_winPixEvent = NULL;
  1233. break;
  1234. }
  1235. return false;
  1236. }
  1237. void shutdown()
  1238. {
  1239. m_cmd.finish();
  1240. m_batch.destroy();
  1241. preReset();
  1242. m_gpuTimer.shutdown();
  1243. m_occlusionQuery.shutdown();
  1244. m_samplerAllocator.destroy();
  1245. for (uint32_t ii = 0; ii < BX_COUNTOF(m_scratchBuffer); ++ii)
  1246. {
  1247. m_scratchBuffer[ii].destroy();
  1248. }
  1249. m_pipelineStateCache.invalidate();
  1250. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  1251. {
  1252. m_indexBuffers[ii].destroy();
  1253. }
  1254. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  1255. {
  1256. m_vertexBuffers[ii].destroy();
  1257. }
  1258. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  1259. {
  1260. m_shaders[ii].destroy();
  1261. }
  1262. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  1263. {
  1264. m_textures[ii].destroy();
  1265. }
  1266. #if BX_PLATFORM_WINDOWS
  1267. DX_RELEASE_W(m_infoQueue, 0);
  1268. #endif // BX_PLATFORM_WINDOWS
  1269. DX_RELEASE(m_rtvDescriptorHeap, 0);
  1270. DX_RELEASE(m_dsvDescriptorHeap, 0);
  1271. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandSignature); ++ii)
  1272. {
  1273. DX_RELEASE(m_commandSignature[ii], 0);
  1274. }
  1275. DX_RELEASE(m_rootSignature, 0);
  1276. DX_RELEASE(m_msaaRt, 0);
  1277. DX_RELEASE(m_swapChain, 0);
  1278. m_device->SetPrivateDataInterface(IID_ID3D12CommandQueue, NULL);
  1279. m_cmd.shutdown();
  1280. DX_RELEASE(m_device, 0);
  1281. m_nvapi.shutdown();
  1282. m_dxgi.shutdown();
  1283. unloadRenderDoc(m_renderDocDll);
  1284. bx::dlclose(m_winPixEvent);
  1285. m_winPixEvent = NULL;
  1286. #if USE_D3D12_DYNAMIC_LIB
  1287. bx::dlclose(m_d3d12Dll);
  1288. bx::dlclose(m_kernel32Dll);
  1289. #endif // USE_D3D12_DYNAMIC_LIB
  1290. }
  1291. RendererType::Enum getRendererType() const override
  1292. {
  1293. return RendererType::Direct3D12;
  1294. }
  1295. const char* getRendererName() const override
  1296. {
  1297. return BGFX_RENDERER_DIRECT3D12_NAME;
  1298. }
  1299. bool isDeviceRemoved() override
  1300. {
  1301. return m_lost;
  1302. }
  1303. void flip() override
  1304. {
  1305. if (!m_lost)
  1306. {
  1307. int64_t start = bx::getHPCounter();
  1308. m_cmd.finish(m_backBufferColorFence[(m_backBufferColorIdx-1) % m_scd.bufferCount]);
  1309. HRESULT hr = S_OK;
  1310. uint32_t syncInterval = !!(m_resolution.reset & BGFX_RESET_VSYNC);
  1311. uint32_t presentFlags = 0;
  1312. if (syncInterval)
  1313. {
  1314. presentFlags |= DXGI_PRESENT_RESTART;
  1315. }
  1316. else if (m_dxgi.tearingSupported() )
  1317. {
  1318. presentFlags |= DXGI_PRESENT_ALLOW_TEARING;
  1319. }
  1320. for (uint32_t ii = 1, num = m_numWindows; ii < num && SUCCEEDED(hr); ++ii)
  1321. {
  1322. FrameBufferD3D12& frameBuffer = m_frameBuffers[m_windows[ii].idx];
  1323. hr = frameBuffer.present(syncInterval, presentFlags);
  1324. }
  1325. if (SUCCEEDED(hr)
  1326. && NULL != m_swapChain)
  1327. {
  1328. hr = m_swapChain->Present(syncInterval, presentFlags);
  1329. }
  1330. int64_t now = bx::getHPCounter();
  1331. m_presentElapsed = now - start;
  1332. m_lost = isLost(hr);
  1333. BGFX_FATAL(!m_lost
  1334. , bgfx::Fatal::DeviceLost
  1335. , "Device is lost. FAILED 0x%08x %s (%s)"
  1336. , hr
  1337. , getLostReason(hr)
  1338. , DXGI_ERROR_DEVICE_REMOVED == hr ? getLostReason(m_device->GetDeviceRemovedReason() ) : "no info"
  1339. );
  1340. }
  1341. }
  1342. void createIndexBuffer(IndexBufferHandle _handle, const Memory* _mem, uint16_t _flags) override
  1343. {
  1344. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags, false);
  1345. }
  1346. void destroyIndexBuffer(IndexBufferHandle _handle) override
  1347. {
  1348. m_indexBuffers[_handle.idx].destroy();
  1349. }
  1350. void createVertexLayout(VertexLayoutHandle _handle, const VertexLayout& _layout) override
  1351. {
  1352. VertexLayout& layout = m_vertexLayouts[_handle.idx];
  1353. bx::memCopy(&layout, &_layout, sizeof(VertexLayout) );
  1354. dump(layout);
  1355. }
  1356. void destroyVertexLayout(VertexLayoutHandle /*_handle*/) override
  1357. {
  1358. }
  1359. void createVertexBuffer(VertexBufferHandle _handle, const Memory* _mem, VertexLayoutHandle _layoutHandle, uint16_t _flags) override
  1360. {
  1361. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _layoutHandle, _flags);
  1362. }
  1363. void destroyVertexBuffer(VertexBufferHandle _handle) override
  1364. {
  1365. m_vertexBuffers[_handle.idx].destroy();
  1366. }
  1367. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint16_t _flags) override
  1368. {
  1369. m_indexBuffers[_handle.idx].create(_size, NULL, _flags, false);
  1370. }
  1371. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, const Memory* _mem) override
  1372. {
  1373. m_indexBuffers[_handle.idx].update(m_commandList, _offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1374. }
  1375. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) override
  1376. {
  1377. m_indexBuffers[_handle.idx].destroy();
  1378. }
  1379. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint16_t _flags) override
  1380. {
  1381. VertexLayoutHandle layoutHandle = BGFX_INVALID_HANDLE;
  1382. m_vertexBuffers[_handle.idx].create(_size, NULL, layoutHandle, _flags);
  1383. }
  1384. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, const Memory* _mem) override
  1385. {
  1386. m_vertexBuffers[_handle.idx].update(m_commandList, _offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1387. }
  1388. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) override
  1389. {
  1390. m_vertexBuffers[_handle.idx].destroy();
  1391. }
  1392. void createShader(ShaderHandle _handle, const Memory* _mem) override
  1393. {
  1394. m_shaders[_handle.idx].create(_mem);
  1395. }
  1396. void destroyShader(ShaderHandle _handle) override
  1397. {
  1398. m_shaders[_handle.idx].destroy();
  1399. }
  1400. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) override
  1401. {
  1402. m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
  1403. }
  1404. void destroyProgram(ProgramHandle _handle) override
  1405. {
  1406. m_program[_handle.idx].destroy();
  1407. }
  1408. void* createTexture(TextureHandle _handle, const Memory* _mem, uint64_t _flags, uint8_t _skip) override
  1409. {
  1410. return m_textures[_handle.idx].create(_mem, _flags, _skip);
  1411. }
  1412. void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) override
  1413. {
  1414. }
  1415. 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
  1416. {
  1417. m_textures[_handle.idx].update(m_commandList, _side, _mip, _rect, _z, _depth, _pitch, _mem);
  1418. }
  1419. void updateTextureEnd() override
  1420. {
  1421. }
  1422. void readTexture(TextureHandle _handle, void* _data, uint8_t _mip ) override
  1423. {
  1424. const TextureD3D12& texture = m_textures[_handle.idx];
  1425. D3D12_RESOURCE_DESC desc = getResourceDesc(texture.m_ptr);
  1426. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  1427. uint32_t numRows;
  1428. uint64_t total;
  1429. m_device->GetCopyableFootprints(&desc
  1430. , _mip
  1431. , 1
  1432. , 0
  1433. , &layout
  1434. , &numRows
  1435. , NULL
  1436. , &total
  1437. );
  1438. uint32_t srcPitch = layout.Footprint.RowPitch;
  1439. ID3D12Resource* readback = createCommittedResource(m_device, HeapProperty::ReadBack, total);
  1440. uint32_t srcWidth = bx::uint32_max(1, texture.m_width >>_mip);
  1441. uint32_t srcHeight = bx::uint32_max(1, texture.m_height>>_mip);
  1442. D3D12_BOX box;
  1443. box.left = 0;
  1444. box.top = 0;
  1445. box.right = srcWidth;
  1446. box.bottom = srcHeight;
  1447. box.front = 0;
  1448. box.back = 1;
  1449. D3D12_TEXTURE_COPY_LOCATION dstLocation = { readback, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  1450. D3D12_TEXTURE_COPY_LOCATION srcLocation = { texture.m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { } };
  1451. srcLocation.SubresourceIndex = _mip;
  1452. m_commandList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, &box);
  1453. finish();
  1454. m_commandList = m_cmd.alloc();
  1455. const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(texture.m_textureFormat) );
  1456. uint8_t* dst = (uint8_t*)_data;
  1457. uint32_t dstPitch = srcWidth*bpp/8;
  1458. uint32_t pitch = bx::uint32_min(srcPitch, dstPitch);
  1459. uint8_t* src;
  1460. readback->Map(0, NULL, (void**)&src);
  1461. for (uint32_t yy = 0, height = srcHeight; yy < height; ++yy)
  1462. {
  1463. bx::memCopy(dst, src, pitch);
  1464. src += srcPitch;
  1465. dst += dstPitch;
  1466. }
  1467. D3D12_RANGE writeRange = { 0, 0 };
  1468. readback->Unmap(0, &writeRange);
  1469. DX_RELEASE(readback, 0);
  1470. }
  1471. void resizeTexture(TextureHandle _handle, uint16_t _width, uint16_t _height, uint8_t _numMips, uint16_t _numLayers) override
  1472. {
  1473. TextureD3D12& texture = m_textures[_handle.idx];
  1474. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  1475. const Memory* mem = alloc(size);
  1476. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  1477. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  1478. bx::write(&writer, magic, bx::ErrorAssert{});
  1479. TextureCreate tc;
  1480. tc.m_width = _width;
  1481. tc.m_height = _height;
  1482. tc.m_depth = 0;
  1483. tc.m_numLayers = _numLayers;
  1484. tc.m_numMips = _numMips;
  1485. tc.m_format = TextureFormat::Enum(texture.m_requestedFormat);
  1486. tc.m_cubeMap = false;
  1487. tc.m_mem = NULL;
  1488. bx::write(&writer, tc, bx::ErrorAssert{});
  1489. texture.destroy();
  1490. texture.create(mem, texture.m_flags, 0);
  1491. release(mem);
  1492. }
  1493. void overrideInternal(TextureHandle _handle, uintptr_t _ptr) override
  1494. {
  1495. // Resource ref. counts might be messed up outside of bgfx.
  1496. // Disabling ref. count check once texture is overridden.
  1497. setGraphicsDebuggerPresent(true);
  1498. m_textures[_handle.idx].overrideInternal(_ptr);
  1499. }
  1500. uintptr_t getInternal(TextureHandle _handle) override
  1501. {
  1502. setGraphicsDebuggerPresent(true);
  1503. return uintptr_t(m_textures[_handle.idx].m_ptr);
  1504. }
  1505. void destroyTexture(TextureHandle _handle) override
  1506. {
  1507. m_textures[_handle.idx].destroy();
  1508. }
  1509. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const Attachment* _attachment) override
  1510. {
  1511. m_frameBuffers[_handle.idx].create(_num, _attachment);
  1512. }
  1513. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _format, TextureFormat::Enum _depthFormat) override
  1514. {
  1515. finishAll(true);
  1516. for (uint32_t ii = 0, num = m_numWindows; ii < num; ++ii)
  1517. {
  1518. FrameBufferHandle handle = m_windows[ii];
  1519. if (isValid(handle)
  1520. && m_frameBuffers[handle.idx].m_nwh == _nwh)
  1521. {
  1522. destroyFrameBuffer(handle);
  1523. }
  1524. }
  1525. uint16_t denseIdx = m_numWindows++;
  1526. m_windows[denseIdx] = _handle;
  1527. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _format, _depthFormat);
  1528. }
  1529. void destroyFrameBuffer(FrameBufferHandle _handle) override
  1530. {
  1531. FrameBufferD3D12& frameBuffer = m_frameBuffers[_handle.idx];
  1532. if (NULL != frameBuffer.m_swapChain)
  1533. {
  1534. finishAll(true);
  1535. }
  1536. uint16_t denseIdx = frameBuffer.destroy();
  1537. if (UINT16_MAX != denseIdx)
  1538. {
  1539. --m_numWindows;
  1540. if (m_numWindows > 1)
  1541. {
  1542. FrameBufferHandle handle = m_windows[m_numWindows];
  1543. m_windows[m_numWindows] = {kInvalidHandle};
  1544. if (m_numWindows != denseIdx)
  1545. {
  1546. m_windows[denseIdx] = handle;
  1547. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  1548. }
  1549. }
  1550. }
  1551. }
  1552. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) override
  1553. {
  1554. if (NULL != m_uniforms[_handle.idx])
  1555. {
  1556. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1557. }
  1558. const uint32_t size = bx::alignUp(g_uniformTypeSize[_type] * _num, 16);
  1559. void* data = BX_ALLOC(g_allocator, size);
  1560. bx::memSet(data, 0, size);
  1561. m_uniforms[_handle.idx] = data;
  1562. m_uniformReg.add(_handle, _name);
  1563. }
  1564. void destroyUniform(UniformHandle _handle) override
  1565. {
  1566. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1567. m_uniforms[_handle.idx] = NULL;
  1568. m_uniformReg.remove(_handle);
  1569. }
  1570. void requestScreenShot(FrameBufferHandle _handle, const char* _filePath) override
  1571. {
  1572. BX_UNUSED(_handle);
  1573. uint32_t idx = (m_backBufferColorIdx-1) % m_scd.bufferCount;
  1574. m_cmd.finish(m_backBufferColorFence[idx]);
  1575. ID3D12Resource* backBuffer = m_backBufferColor[idx];
  1576. D3D12_RESOURCE_DESC desc = getResourceDesc(backBuffer);
  1577. const uint32_t width = (uint32_t)desc.Width;
  1578. const uint32_t height = (uint32_t)desc.Height;
  1579. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  1580. uint32_t numRows;
  1581. uint64_t total;
  1582. uint64_t pitch;
  1583. m_device->GetCopyableFootprints(&desc
  1584. , 0
  1585. , 1
  1586. , 0
  1587. , &layout
  1588. , &numRows
  1589. , &pitch
  1590. , &total
  1591. );
  1592. ID3D12Resource* readback = createCommittedResource(m_device, HeapProperty::ReadBack, total);
  1593. D3D12_BOX box;
  1594. box.left = 0;
  1595. box.top = 0;
  1596. box.right = width;
  1597. box.bottom = height;
  1598. box.front = 0;
  1599. box.back = 1;
  1600. setResourceBarrier(m_commandList, backBuffer, D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_COPY_SOURCE);
  1601. D3D12_TEXTURE_COPY_LOCATION dst = { readback, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  1602. D3D12_TEXTURE_COPY_LOCATION src = { backBuffer, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, {} };
  1603. m_commandList->CopyTextureRegion(&dst, 0, 0, 0, &src, &box);
  1604. setResourceBarrier(m_commandList, backBuffer, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_PRESENT);
  1605. finish();
  1606. m_commandList = m_cmd.alloc();
  1607. void* data;
  1608. readback->Map(0, NULL, (void**)&data);
  1609. bimg::imageSwizzleBgra8(
  1610. data
  1611. , layout.Footprint.RowPitch
  1612. , width
  1613. , height
  1614. , data
  1615. , layout.Footprint.RowPitch
  1616. );
  1617. g_callback->screenShot(_filePath
  1618. , width
  1619. , height
  1620. , layout.Footprint.RowPitch
  1621. , data
  1622. , (uint32_t)total
  1623. , false
  1624. );
  1625. D3D12_RANGE writeRange = { 0, 0 };
  1626. readback->Unmap(0, &writeRange);
  1627. DX_RELEASE(readback, 0);
  1628. }
  1629. void updateViewName(ViewId _id, const char* _name) override
  1630. {
  1631. bx::strCopy(&s_viewName[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1632. , BX_COUNTOF(s_viewName[0]) - BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1633. , _name
  1634. );
  1635. }
  1636. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) override
  1637. {
  1638. bx::memCopy(m_uniforms[_loc], _data, _size);
  1639. }
  1640. void invalidateOcclusionQuery(OcclusionQueryHandle _handle) override
  1641. {
  1642. m_occlusionQuery.invalidate(_handle);
  1643. }
  1644. void setMarker(const char* _marker, uint16_t _len) override
  1645. {
  1646. BX_UNUSED(_len);
  1647. if (BX_ENABLED(BGFX_CONFIG_DEBUG_ANNOTATION) )
  1648. {
  1649. PIX3_SETMARKER(m_commandList, kColorMarker, _marker);
  1650. }
  1651. }
  1652. virtual void setName(Handle _handle, const char* _name, uint16_t _len) override
  1653. {
  1654. switch (_handle.type)
  1655. {
  1656. case Handle::IndexBuffer:
  1657. setDebugObjectName(m_indexBuffers[_handle.idx].m_ptr, "%.*s", _len, _name);
  1658. break;
  1659. case Handle::Shader:
  1660. // setDebugObjectName(m_shaders[_handle.idx].m_ptr, "%.*s", _len, _name);
  1661. break;
  1662. case Handle::Texture:
  1663. setDebugObjectName(m_textures[_handle.idx].m_ptr, "%.*s", _len, _name);
  1664. break;
  1665. case Handle::VertexBuffer:
  1666. setDebugObjectName(m_vertexBuffers[_handle.idx].m_ptr, "%.*s", _len, _name);
  1667. break;
  1668. default:
  1669. BX_ASSERT(false, "Invalid handle type?! %d", _handle.type);
  1670. break;
  1671. }
  1672. }
  1673. void submitBlit(BlitState& _bs, uint16_t _view);
  1674. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) override;
  1675. void blitSetup(TextVideoMemBlitter& _blitter) override
  1676. {
  1677. const uint32_t width = m_scd.width;
  1678. const uint32_t height = m_scd.height;
  1679. setFrameBuffer(BGFX_INVALID_HANDLE, false);
  1680. D3D12_VIEWPORT vp;
  1681. vp.TopLeftX = 0;
  1682. vp.TopLeftY = 0;
  1683. vp.Width = (float)width;
  1684. vp.Height = (float)height;
  1685. vp.MinDepth = 0.0f;
  1686. vp.MaxDepth = 1.0f;
  1687. m_commandList->RSSetViewports(1, &vp);
  1688. D3D12_RECT rc;
  1689. rc.left = 0;
  1690. rc.top = 0;
  1691. rc.right = width;
  1692. rc.bottom = height;
  1693. m_commandList->RSSetScissorRects(1, &rc);
  1694. const uint64_t state = 0
  1695. | BGFX_STATE_WRITE_RGB
  1696. | BGFX_STATE_WRITE_A
  1697. | BGFX_STATE_DEPTH_TEST_ALWAYS
  1698. ;
  1699. const VertexLayout* layouts[1] = { &m_vertexLayouts[_blitter.m_vb->layoutHandle.idx] };
  1700. ID3D12PipelineState* pso = getPipelineState(state
  1701. , packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT)
  1702. , 1
  1703. , layouts
  1704. , _blitter.m_program
  1705. , 0
  1706. );
  1707. m_commandList->SetPipelineState(pso);
  1708. m_commandList->SetGraphicsRootSignature(m_rootSignature);
  1709. float proj[16];
  1710. bx::mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f, 0.0f, false);
  1711. PredefinedUniform& predefined = m_program[_blitter.m_program.idx].m_predefined[0];
  1712. uint8_t flags = predefined.m_type;
  1713. setShaderUniform(flags, predefined.m_loc, proj, 4);
  1714. D3D12_GPU_VIRTUAL_ADDRESS gpuAddress;
  1715. commitShaderConstants(_blitter.m_program, gpuAddress);
  1716. ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
  1717. ID3D12DescriptorHeap* heaps[] =
  1718. {
  1719. m_samplerAllocator.getHeap(),
  1720. scratchBuffer.getHeap(),
  1721. };
  1722. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  1723. m_commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, gpuAddress);
  1724. TextureD3D12& texture = m_textures[_blitter.m_texture.idx];
  1725. uint32_t samplerFlags[] = { uint32_t(texture.m_flags & BGFX_SAMPLER_BITS_MASK) };
  1726. uint16_t samplerStateIdx = getSamplerState(samplerFlags, BX_COUNTOF(samplerFlags), NULL);
  1727. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  1728. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle;
  1729. scratchBuffer.allocSrv(srvHandle, texture);
  1730. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, srvHandle);
  1731. VertexBufferD3D12& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  1732. const VertexLayout& layout = m_vertexLayouts[_blitter.m_vb->layoutHandle.idx];
  1733. D3D12_VERTEX_BUFFER_VIEW viewDesc;
  1734. viewDesc.BufferLocation = vb.m_gpuVA;
  1735. viewDesc.StrideInBytes = layout.m_stride;
  1736. viewDesc.SizeInBytes = vb.m_size;
  1737. m_commandList->IASetVertexBuffers(0, 1, &viewDesc);
  1738. const BufferD3D12& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  1739. D3D12_INDEX_BUFFER_VIEW ibv;
  1740. ibv.Format = DXGI_FORMAT_R16_UINT;
  1741. ibv.BufferLocation = ib.m_gpuVA;
  1742. ibv.SizeInBytes = ib.m_size;
  1743. m_commandList->IASetIndexBuffer(&ibv);
  1744. m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1745. }
  1746. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) override
  1747. {
  1748. const uint32_t numVertices = _numIndices*4/6;
  1749. if (0 < numVertices)
  1750. {
  1751. m_indexBuffers [_blitter.m_ib->handle.idx].update(m_commandList, 0, _numIndices*2, _blitter.m_ib->data);
  1752. m_vertexBuffers[_blitter.m_vb->handle.idx].update(m_commandList, 0, numVertices*_blitter.m_layout.m_stride, _blitter.m_vb->data, true);
  1753. m_commandList->DrawIndexedInstanced(_numIndices
  1754. , 1
  1755. , 0
  1756. , 0
  1757. , 0
  1758. );
  1759. }
  1760. }
  1761. void preReset()
  1762. {
  1763. finishAll();
  1764. if (NULL != m_swapChain)
  1765. {
  1766. for (uint32_t ii = 0, num = m_scd.bufferCount; ii < num; ++ii)
  1767. {
  1768. #if BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  1769. DX_RELEASE(m_backBufferColor[ii], num-1-ii);
  1770. #else
  1771. DX_RELEASE(m_backBufferColor[ii], 1);
  1772. #endif // BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  1773. }
  1774. DX_RELEASE(m_backBufferDepthStencil, 0);
  1775. }
  1776. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1777. {
  1778. m_frameBuffers[ii].preReset();
  1779. }
  1780. invalidateCache();
  1781. // capturePreReset();
  1782. }
  1783. void postReset()
  1784. {
  1785. bx::memSet(m_backBufferColorFence, 0, sizeof(m_backBufferColorFence) );
  1786. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  1787. if (NULL != m_swapChain)
  1788. {
  1789. for (uint32_t ii = 0, num = m_scd.bufferCount; ii < num; ++ii)
  1790. {
  1791. D3D12_CPU_DESCRIPTOR_HANDLE handle = getCPUHandleHeapStart(m_rtvDescriptorHeap);
  1792. handle.ptr += ii * rtvDescriptorSize;
  1793. DX_CHECK(m_swapChain->GetBuffer(ii
  1794. , IID_ID3D12Resource
  1795. , (void**)&m_backBufferColor[ii]
  1796. ) );
  1797. D3D12_RENDER_TARGET_VIEW_DESC rtvDesc;
  1798. rtvDesc.Format = (m_resolution.reset & BGFX_RESET_SRGB_BACKBUFFER)
  1799. ? s_textureFormat[m_resolution.format].m_fmtSrgb
  1800. : s_textureFormat[m_resolution.format].m_fmt;
  1801. if (1 < getResourceDesc(m_backBufferColor[ii]).DepthOrArraySize)
  1802. {
  1803. rtvDesc.ViewDimension = (NULL == m_msaaRt) ?
  1804. D3D12_RTV_DIMENSION_TEXTURE2DARRAY : D3D12_RTV_DIMENSION_TEXTURE2DMSARRAY;
  1805. rtvDesc.Texture2DArray.FirstArraySlice = 0;
  1806. rtvDesc.Texture2DArray.ArraySize = getResourceDesc(m_backBufferColor[ii]).DepthOrArraySize;
  1807. rtvDesc.Texture2DArray.MipSlice = 0;
  1808. rtvDesc.Texture2DArray.PlaneSlice = 0;
  1809. }
  1810. else
  1811. {
  1812. rtvDesc.ViewDimension = (NULL == m_msaaRt) ?
  1813. D3D12_RTV_DIMENSION_TEXTURE2D : D3D12_RTV_DIMENSION_TEXTURE2DMS;
  1814. rtvDesc.Texture2D.MipSlice = 0;
  1815. rtvDesc.Texture2D.PlaneSlice = 0;
  1816. }
  1817. m_device->CreateRenderTargetView(
  1818. NULL == m_msaaRt
  1819. ? m_backBufferColor[ii]
  1820. : m_msaaRt
  1821. , &rtvDesc
  1822. , handle
  1823. );
  1824. if (BX_ENABLED(BX_PLATFORM_XBOXONE) )
  1825. {
  1826. ID3D12Resource* resource = m_backBufferColor[ii];
  1827. BX_ASSERT(DXGI_FORMAT_R8G8B8A8_UNORM == m_scd.format, "");
  1828. const uint32_t size = m_scd.width*m_scd.height*4;
  1829. void* ptr;
  1830. DX_CHECK(resource->Map(0, NULL, &ptr) );
  1831. bx::memSet(ptr, 0, size);
  1832. resource->Unmap(0, NULL);
  1833. }
  1834. }
  1835. }
  1836. D3D12_RESOURCE_DESC resourceDesc;
  1837. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  1838. resourceDesc.Alignment = 1 < m_scd.sampleDesc.Count ? D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT : 0;
  1839. resourceDesc.Width = bx::uint32_max(m_resolution.width, 1);
  1840. resourceDesc.Height = bx::uint32_max(m_resolution.height, 1);
  1841. resourceDesc.DepthOrArraySize = 1;
  1842. resourceDesc.MipLevels = 1;
  1843. resourceDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1844. resourceDesc.SampleDesc = m_scd.sampleDesc;
  1845. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  1846. resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  1847. D3D12_CLEAR_VALUE clearValue;
  1848. clearValue.Format = resourceDesc.Format;
  1849. clearValue.DepthStencil.Depth = 1.0f;
  1850. clearValue.DepthStencil.Stencil = 0;
  1851. m_commandList = m_cmd.alloc();
  1852. m_backBufferDepthStencil = createCommittedResource(m_device, HeapProperty::Default, &resourceDesc, &clearValue);
  1853. m_device->CreateDepthStencilView(m_backBufferDepthStencil, NULL, getCPUHandleHeapStart(m_dsvDescriptorHeap));
  1854. setResourceBarrier(m_commandList
  1855. , m_backBufferDepthStencil
  1856. , D3D12_RESOURCE_STATE_COMMON
  1857. , D3D12_RESOURCE_STATE_DEPTH_WRITE
  1858. );
  1859. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1860. {
  1861. m_frameBuffers[ii].postReset();
  1862. }
  1863. if (NULL != m_msaaRt)
  1864. {
  1865. setResourceBarrier(m_commandList
  1866. , m_msaaRt
  1867. , D3D12_RESOURCE_STATE_COMMON
  1868. , D3D12_RESOURCE_STATE_RESOLVE_SOURCE
  1869. );
  1870. }
  1871. // capturePostReset();
  1872. }
  1873. void invalidateCache()
  1874. {
  1875. m_pipelineStateCache.invalidate();
  1876. m_samplerStateCache.invalidate();
  1877. m_samplerAllocator.reset();
  1878. }
  1879. void updateMsaa(DXGI_FORMAT _format) const
  1880. {
  1881. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
  1882. {
  1883. uint32_t msaa = s_checkMsaa[ii];
  1884. D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS data;
  1885. bx::memSet(&data, 0, sizeof(msaa) );
  1886. data.Format = _format;
  1887. data.SampleCount = msaa;
  1888. data.Flags = D3D12_MULTISAMPLE_QUALITY_LEVELS_FLAG_NONE;
  1889. HRESULT hr = m_device->CheckFeatureSupport(D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS, &data, sizeof(data) );
  1890. if (SUCCEEDED(hr)
  1891. && 0 < data.NumQualityLevels)
  1892. {
  1893. s_msaa[ii].Count = data.SampleCount;
  1894. s_msaa[ii].Quality = data.NumQualityLevels-1;
  1895. last = ii;
  1896. }
  1897. else
  1898. {
  1899. s_msaa[ii] = s_msaa[last];
  1900. }
  1901. }
  1902. }
  1903. IUnknown* getDeviceForSwapChain() const
  1904. {
  1905. # if BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  1906. return m_cmd.m_commandQueue;
  1907. # else
  1908. return m_device;
  1909. # endif // BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  1910. }
  1911. bool updateResolution(const Resolution& _resolution)
  1912. {
  1913. if (!!(_resolution.reset & BGFX_RESET_MAXANISOTROPY) )
  1914. {
  1915. m_maxAnisotropy = D3D12_REQ_MAXANISOTROPY;
  1916. }
  1917. else
  1918. {
  1919. m_maxAnisotropy = 1;
  1920. }
  1921. bool depthClamp = !!(_resolution.reset & BGFX_RESET_DEPTH_CLAMP);
  1922. if (m_depthClamp != depthClamp)
  1923. {
  1924. m_depthClamp = depthClamp;
  1925. m_pipelineStateCache.invalidate();
  1926. }
  1927. const uint32_t maskFlags = ~(0
  1928. | BGFX_RESET_MAXANISOTROPY
  1929. | BGFX_RESET_DEPTH_CLAMP
  1930. | BGFX_RESET_SUSPEND
  1931. );
  1932. if (m_resolution.width != _resolution.width
  1933. || m_resolution.height != _resolution.height
  1934. || m_resolution.format != _resolution.format
  1935. || (m_resolution.reset&maskFlags) != (_resolution.reset&maskFlags) )
  1936. {
  1937. uint32_t flags = _resolution.reset & (~BGFX_RESET_INTERNAL_FORCE);
  1938. bool resize = true
  1939. && BX_ENABLED(BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT)
  1940. && (m_resolution.reset&BGFX_RESET_MSAA_MASK) == (_resolution.reset&BGFX_RESET_MSAA_MASK)
  1941. ;
  1942. m_resolution = _resolution;
  1943. m_resolution.reset = flags;
  1944. m_textVideoMem.resize(false, _resolution.width, _resolution.height);
  1945. m_textVideoMem.clear();
  1946. m_scd.width = _resolution.width;
  1947. m_scd.height = _resolution.height;
  1948. m_scd.format = s_textureFormat[_resolution.format].m_fmt;
  1949. preReset();
  1950. DX_RELEASE(m_msaaRt, 0);
  1951. if (NULL == m_swapChain)
  1952. {
  1953. }
  1954. else
  1955. {
  1956. if (resize)
  1957. {
  1958. #if BX_PLATFORM_WINDOWS
  1959. uint32_t nodeMask[] = { 1, 1, 1, 1 };
  1960. BX_STATIC_ASSERT(BX_COUNTOF(m_backBufferColor) == BX_COUNTOF(nodeMask) );
  1961. IUnknown* presentQueue[] ={ m_cmd.m_commandQueue, m_cmd.m_commandQueue, m_cmd.m_commandQueue, m_cmd.m_commandQueue };
  1962. BX_STATIC_ASSERT(BX_COUNTOF(m_backBufferColor) == BX_COUNTOF(presentQueue) );
  1963. DX_CHECK(m_dxgi.resizeBuffers(m_swapChain, m_scd, nodeMask, presentQueue) );
  1964. #elif BX_PLATFORM_WINRT
  1965. DX_CHECK(m_dxgi.resizeBuffers(m_swapChain, m_scd));
  1966. m_backBufferColorIdx = m_scd.bufferCount-1;
  1967. #endif // BX_PLATFORM_WINDOWS
  1968. }
  1969. else
  1970. {
  1971. updateMsaa(m_scd.format);
  1972. m_scd.sampleDesc = s_msaa[(m_resolution.reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  1973. DX_RELEASE(m_swapChain, 0);
  1974. HRESULT hr;
  1975. hr = m_dxgi.createSwapChain(
  1976. getDeviceForSwapChain()
  1977. , m_scd
  1978. , &m_swapChain
  1979. );
  1980. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  1981. }
  1982. if (1 < m_scd.sampleDesc.Count)
  1983. {
  1984. D3D12_RESOURCE_DESC resourceDesc;
  1985. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  1986. resourceDesc.Alignment = D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT;
  1987. resourceDesc.Width = m_scd.width;
  1988. resourceDesc.Height = m_scd.height;
  1989. resourceDesc.MipLevels = 1;
  1990. resourceDesc.Format = (m_resolution.reset & BGFX_RESET_SRGB_BACKBUFFER)
  1991. ? s_textureFormat[m_resolution.format].m_fmtSrgb
  1992. : s_textureFormat[m_resolution.format].m_fmt;
  1993. resourceDesc.SampleDesc = m_scd.sampleDesc;
  1994. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  1995. resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
  1996. resourceDesc.DepthOrArraySize = 1;
  1997. D3D12_CLEAR_VALUE clearValue;
  1998. clearValue.Format = resourceDesc.Format;
  1999. clearValue.Color[0] = 0.0f;
  2000. clearValue.Color[1] = 0.0f;
  2001. clearValue.Color[2] = 0.0f;
  2002. clearValue.Color[3] = 0.0f;
  2003. m_msaaRt = createCommittedResource(m_device, HeapProperty::Texture, &resourceDesc, &clearValue, true);
  2004. setDebugObjectName(m_msaaRt, "MSAA Backbuffer");
  2005. }
  2006. }
  2007. postReset();
  2008. }
  2009. return false;
  2010. }
  2011. void setShaderUniform(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  2012. {
  2013. if (_flags&kUniformFragmentBit)
  2014. {
  2015. bx::memCopy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  2016. }
  2017. else
  2018. {
  2019. bx::memCopy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  2020. }
  2021. }
  2022. void setShaderUniform4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  2023. {
  2024. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  2025. }
  2026. void setShaderUniform4x4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  2027. {
  2028. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  2029. }
  2030. void commitShaderConstants(ProgramHandle _program, D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress)
  2031. {
  2032. const ProgramD3D12& program = m_program[_program.idx];
  2033. uint32_t total = bx::strideAlign(0
  2034. + program.m_vsh->m_size
  2035. + (NULL != program.m_fsh ? program.m_fsh->m_size : 0)
  2036. , D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT
  2037. );
  2038. uint8_t* data = (uint8_t*)m_scratchBuffer[m_backBufferColorIdx].allocCbv(_gpuAddress, total);
  2039. {
  2040. uint32_t size = program.m_vsh->m_size;
  2041. bx::memCopy(data, m_vsScratch, size);
  2042. data += size;
  2043. }
  2044. if (NULL != program.m_fsh)
  2045. {
  2046. bx::memCopy(data, m_fsScratch, program.m_fsh->m_size);
  2047. }
  2048. }
  2049. D3D12_CPU_DESCRIPTOR_HANDLE getRtv(FrameBufferHandle _fbh)
  2050. {
  2051. FrameBufferD3D12& frameBuffer = m_frameBuffers[_fbh.idx];
  2052. if (NULL != frameBuffer.m_swapChain)
  2053. {
  2054. #if BX_PLATFORM_WINDOWS
  2055. uint8_t idx = uint8_t(frameBuffer.m_swapChain->GetCurrentBackBufferIndex() );
  2056. frameBuffer.setState(m_commandList, idx, D3D12_RESOURCE_STATE_RENDER_TARGET);
  2057. return getRtv(_fbh, idx);
  2058. #endif // BX_PLATFORM_WINDOWS
  2059. }
  2060. return getRtv(_fbh, 0);
  2061. }
  2062. D3D12_CPU_DESCRIPTOR_HANDLE getRtv(FrameBufferHandle _fbh, uint8_t _attachment)
  2063. {
  2064. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = getCPUHandleHeapStart(m_rtvDescriptorHeap);
  2065. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  2066. D3D12_CPU_DESCRIPTOR_HANDLE result =
  2067. {
  2068. rtvDescriptor.ptr + (BX_COUNTOF(m_backBufferColor) + _fbh.idx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS + _attachment) * rtvDescriptorSize
  2069. };
  2070. return result;
  2071. }
  2072. D3D12_CPU_DESCRIPTOR_HANDLE getDsv(FrameBufferHandle _fbh) const
  2073. {
  2074. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = getCPUHandleHeapStart(m_dsvDescriptorHeap);
  2075. uint32_t dsvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  2076. D3D12_CPU_DESCRIPTOR_HANDLE result = { dsvDescriptor.ptr + (1 + _fbh.idx) * dsvDescriptorSize };
  2077. return result;
  2078. }
  2079. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true)
  2080. {
  2081. if (isValid(m_fbh)
  2082. && m_fbh.idx != _fbh.idx)
  2083. {
  2084. FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  2085. if (m_rtMsaa) frameBuffer.resolve();
  2086. if (NULL == frameBuffer.m_swapChain)
  2087. {
  2088. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  2089. {
  2090. TextureD3D12& texture = m_textures[frameBuffer.m_texture[ii].idx];
  2091. texture.setState(m_commandList, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
  2092. }
  2093. if (isValid(frameBuffer.m_depth) )
  2094. {
  2095. TextureD3D12& texture = m_textures[frameBuffer.m_depth.idx];
  2096. const bool writeOnly = 0 != (texture.m_flags&BGFX_TEXTURE_RT_WRITE_ONLY);
  2097. if (!writeOnly)
  2098. {
  2099. texture.setState(m_commandList, D3D12_RESOURCE_STATE_DEPTH_READ);
  2100. }
  2101. }
  2102. }
  2103. }
  2104. if (!isValid(_fbh) )
  2105. {
  2106. if (NULL != m_swapChain)
  2107. {
  2108. m_rtvHandle = getCPUHandleHeapStart(m_rtvDescriptorHeap);
  2109. uint32_t rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  2110. m_rtvHandle.ptr += m_backBufferColorIdx * rtvDescriptorSize;
  2111. m_dsvHandle = getCPUHandleHeapStart(m_dsvDescriptorHeap);
  2112. m_currentColor = &m_rtvHandle;
  2113. m_currentDepthStencil = &m_dsvHandle;
  2114. m_commandList->OMSetRenderTargets(1, m_currentColor, true, m_currentDepthStencil);
  2115. }
  2116. }
  2117. else
  2118. {
  2119. FrameBufferD3D12& frameBuffer = m_frameBuffers[_fbh.idx];
  2120. if (0 < frameBuffer.m_num)
  2121. {
  2122. m_rtvHandle = getRtv(_fbh);
  2123. m_currentColor = &m_rtvHandle;
  2124. }
  2125. else
  2126. {
  2127. m_currentColor = NULL;
  2128. }
  2129. if (isValid(frameBuffer.m_depth) )
  2130. {
  2131. m_dsvHandle = getDsv(_fbh);
  2132. m_currentDepthStencil = &m_dsvHandle;
  2133. }
  2134. else
  2135. {
  2136. m_currentDepthStencil = NULL;
  2137. }
  2138. if (NULL != frameBuffer.m_swapChain)
  2139. {
  2140. frameBuffer.m_needPresent = true;
  2141. }
  2142. else
  2143. {
  2144. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  2145. {
  2146. TextureD3D12& texture = m_textures[frameBuffer.m_texture[ii].idx];
  2147. texture.setState(m_commandList, D3D12_RESOURCE_STATE_RENDER_TARGET);
  2148. }
  2149. if (isValid(frameBuffer.m_depth) )
  2150. {
  2151. TextureD3D12& texture = m_textures[frameBuffer.m_depth.idx];
  2152. texture.setState(m_commandList, D3D12_RESOURCE_STATE_DEPTH_WRITE);
  2153. }
  2154. }
  2155. m_commandList->OMSetRenderTargets(
  2156. frameBuffer.m_num
  2157. , m_currentColor
  2158. , true
  2159. , m_currentDepthStencil
  2160. );
  2161. }
  2162. m_fbh = _fbh;
  2163. m_rtMsaa = _msaa;
  2164. }
  2165. void setBlendState(D3D12_BLEND_DESC& _desc, uint64_t _state, uint32_t _rgba = 0)
  2166. {
  2167. _desc.AlphaToCoverageEnable = !!(BGFX_STATE_BLEND_ALPHA_TO_COVERAGE & _state);
  2168. _desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
  2169. D3D12_RENDER_TARGET_BLEND_DESC* drt = &_desc.RenderTarget[0];
  2170. drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  2171. drt->LogicOpEnable = false;
  2172. {
  2173. const uint32_t blend = uint32_t( (_state & BGFX_STATE_BLEND_MASK ) >> BGFX_STATE_BLEND_SHIFT);
  2174. const uint32_t equation = uint32_t( (_state & BGFX_STATE_BLEND_EQUATION_MASK) >> BGFX_STATE_BLEND_EQUATION_SHIFT);
  2175. const uint32_t srcRGB = (blend ) & 0xf;
  2176. const uint32_t dstRGB = (blend >> 4) & 0xf;
  2177. const uint32_t srcA = (blend >> 8) & 0xf;
  2178. const uint32_t dstA = (blend >> 12) & 0xf;
  2179. const uint32_t equRGB = (equation ) & 0x7;
  2180. const uint32_t equA = (equation >> 3) & 0x7;
  2181. drt->SrcBlend = s_blendFactor[srcRGB][0];
  2182. drt->DestBlend = s_blendFactor[dstRGB][0];
  2183. drt->BlendOp = s_blendEquation[equRGB];
  2184. drt->SrcBlendAlpha = s_blendFactor[srcA][1];
  2185. drt->DestBlendAlpha = s_blendFactor[dstA][1];
  2186. drt->BlendOpAlpha = s_blendEquation[equA];
  2187. }
  2188. uint8_t writeMask = 0;
  2189. writeMask |= (_state & BGFX_STATE_WRITE_R) ? D3D12_COLOR_WRITE_ENABLE_RED : 0;
  2190. writeMask |= (_state & BGFX_STATE_WRITE_G) ? D3D12_COLOR_WRITE_ENABLE_GREEN : 0;
  2191. writeMask |= (_state & BGFX_STATE_WRITE_B) ? D3D12_COLOR_WRITE_ENABLE_BLUE : 0;
  2192. writeMask |= (_state & BGFX_STATE_WRITE_A) ? D3D12_COLOR_WRITE_ENABLE_ALPHA : 0;
  2193. drt->LogicOp = D3D12_LOGIC_OP_CLEAR;
  2194. drt->RenderTargetWriteMask = writeMask;
  2195. if (_desc.IndependentBlendEnable)
  2196. {
  2197. for (uint32_t ii = 1, rgba = _rgba; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii, rgba >>= 11)
  2198. {
  2199. drt = &_desc.RenderTarget[ii];
  2200. drt->BlendEnable = 0 != (rgba & 0x7ff);
  2201. drt->LogicOpEnable = false;
  2202. const uint32_t src = (rgba ) & 0xf;
  2203. const uint32_t dst = (rgba >> 4) & 0xf;
  2204. const uint32_t equation = (rgba >> 8) & 0x7;
  2205. drt->SrcBlend = s_blendFactor[src][0];
  2206. drt->DestBlend = s_blendFactor[dst][0];
  2207. drt->BlendOp = s_blendEquation[equation];
  2208. drt->SrcBlendAlpha = s_blendFactor[src][1];
  2209. drt->DestBlendAlpha = s_blendFactor[dst][1];
  2210. drt->BlendOpAlpha = s_blendEquation[equation];
  2211. drt->LogicOp = D3D12_LOGIC_OP_CLEAR;
  2212. drt->RenderTargetWriteMask = writeMask;
  2213. }
  2214. }
  2215. else
  2216. {
  2217. for (uint32_t ii = 1; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
  2218. {
  2219. bx::memCopy(&_desc.RenderTarget[ii], drt, sizeof(D3D12_RENDER_TARGET_BLEND_DESC) );
  2220. }
  2221. }
  2222. }
  2223. void setRasterizerState(D3D12_RASTERIZER_DESC& _desc, uint64_t _state, bool _wireframe = false)
  2224. {
  2225. const uint32_t cull = (_state&BGFX_STATE_CULL_MASK) >> BGFX_STATE_CULL_SHIFT;
  2226. _desc.FillMode = _wireframe
  2227. ? D3D12_FILL_MODE_WIREFRAME
  2228. : D3D12_FILL_MODE_SOLID
  2229. ;
  2230. _desc.CullMode = s_cullMode[cull];
  2231. _desc.FrontCounterClockwise = !!(_state&BGFX_STATE_FRONT_CCW);;
  2232. _desc.DepthBias = 0;
  2233. _desc.DepthBiasClamp = 0.0f;
  2234. _desc.SlopeScaledDepthBias = 0.0f;
  2235. _desc.DepthClipEnable = !m_depthClamp;
  2236. _desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  2237. _desc.AntialiasedLineEnable = !!(_state&BGFX_STATE_LINEAA);
  2238. _desc.ForcedSampleCount = 0;
  2239. _desc.ConservativeRaster = !!(_state&BGFX_STATE_CONSERVATIVE_RASTER)
  2240. ? D3D12_CONSERVATIVE_RASTERIZATION_MODE_ON
  2241. : D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF
  2242. ;
  2243. }
  2244. void setDepthStencilState(D3D12_DEPTH_STENCIL_DESC& _desc, uint64_t _state, uint64_t _stencil = 0)
  2245. {
  2246. const uint32_t fstencil = unpackStencil(0, _stencil);
  2247. bx::memSet(&_desc, 0, sizeof(_desc) );
  2248. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  2249. _desc.DepthEnable = 0 != func;
  2250. _desc.DepthWriteMask = !!(BGFX_STATE_WRITE_Z & _state)
  2251. ? D3D12_DEPTH_WRITE_MASK_ALL
  2252. : D3D12_DEPTH_WRITE_MASK_ZERO
  2253. ;
  2254. _desc.DepthFunc = s_cmpFunc[func];
  2255. uint32_t bstencil = unpackStencil(1, _stencil);
  2256. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  2257. bstencil = frontAndBack ? bstencil : fstencil;
  2258. _desc.StencilEnable = 0 != _stencil;
  2259. _desc.StencilReadMask = (fstencil & BGFX_STENCIL_FUNC_RMASK_MASK) >> BGFX_STENCIL_FUNC_RMASK_SHIFT;
  2260. _desc.StencilWriteMask = 0xff;
  2261. _desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_FAIL_S_MASK) >> BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2262. _desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_FAIL_Z_MASK) >> BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2263. _desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil & BGFX_STENCIL_OP_PASS_Z_MASK) >> BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2264. _desc.FrontFace.StencilFunc = s_cmpFunc[(fstencil & BGFX_STENCIL_TEST_MASK) >> BGFX_STENCIL_TEST_SHIFT];
  2265. _desc.BackFace.StencilFailOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_FAIL_S_MASK) >> BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2266. _desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_FAIL_Z_MASK) >> BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2267. _desc.BackFace.StencilPassOp = s_stencilOp[(bstencil & BGFX_STENCIL_OP_PASS_Z_MASK) >> BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2268. _desc.BackFace.StencilFunc = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK) >> BGFX_STENCIL_TEST_SHIFT];
  2269. }
  2270. uint32_t setInputLayout(D3D12_INPUT_ELEMENT_DESC* _vertexElements, uint8_t _numStreams, const VertexLayout** _layouts, const ProgramD3D12& _program, uint16_t _numInstanceData)
  2271. {
  2272. uint16_t attrMask[Attrib::Count];
  2273. bx::memCopy(attrMask, _program.m_vsh->m_attrMask, sizeof(attrMask));
  2274. D3D12_INPUT_ELEMENT_DESC* elem = _vertexElements;
  2275. for (uint8_t stream = 0; stream < _numStreams; ++stream)
  2276. {
  2277. VertexLayout layout;
  2278. bx::memCopy(&layout, _layouts[stream], sizeof(VertexLayout));
  2279. const bool last = stream == _numStreams-1;
  2280. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  2281. {
  2282. uint16_t mask = attrMask[ii];
  2283. uint16_t attr = (layout.m_attributes[ii] & mask);
  2284. if (0 == attr
  2285. || UINT16_MAX == attr)
  2286. {
  2287. layout.m_attributes[ii] = last ? ~attr : UINT16_MAX;
  2288. }
  2289. else
  2290. {
  2291. attrMask[ii] = 0;
  2292. }
  2293. }
  2294. elem = fillVertexLayout(stream, elem, layout);
  2295. }
  2296. uint32_t num = uint32_t(elem-_vertexElements);
  2297. const D3D12_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA, 1 };
  2298. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  2299. {
  2300. uint32_t index = 7 - ii; // TEXCOORD7 = i_data0, TEXCOORD6 = i_data1, etc.
  2301. uint32_t jj;
  2302. D3D12_INPUT_ELEMENT_DESC* curr = _vertexElements;
  2303. for (jj = 0; jj < num; ++jj)
  2304. {
  2305. curr = &_vertexElements[jj];
  2306. if (0 == bx::strCmp(curr->SemanticName, "TEXCOORD")
  2307. && curr->SemanticIndex == index)
  2308. {
  2309. break;
  2310. }
  2311. }
  2312. if (jj == num)
  2313. {
  2314. curr = elem;
  2315. ++elem;
  2316. }
  2317. bx::memCopy(curr, &inst, sizeof(D3D12_INPUT_ELEMENT_DESC) );
  2318. curr->InputSlot = _numStreams;
  2319. curr->SemanticIndex = index;
  2320. curr->AlignedByteOffset = ii*16;
  2321. }
  2322. return uint32_t(elem-_vertexElements);
  2323. }
  2324. uint32_t setInputLayout(D3D12_INPUT_ELEMENT_DESC* _vertexElements, const VertexLayout& _layout, const ProgramD3D12& _program, uint16_t _numInstanceData)
  2325. {
  2326. const VertexLayout* layouts[1] = { &_layout };
  2327. return setInputLayout(_vertexElements, BX_COUNTOF(layouts), layouts, _program, _numInstanceData);
  2328. }
  2329. static void patchCb0(DxbcInstruction& _instruction, void* _userData)
  2330. {
  2331. union { void* ptr; uint32_t offset; } cast = { _userData };
  2332. for (uint32_t ii = 0; ii < _instruction.numOperands; ++ii)
  2333. {
  2334. DxbcOperand& operand = _instruction.operand[ii];
  2335. if (DxbcOperandType::ConstantBuffer == operand.type)
  2336. {
  2337. if (DxbcOperandAddrMode::Imm32 == operand.addrMode[0]
  2338. && 0 == operand.regIndex[0])
  2339. {
  2340. for (uint32_t jj = 1; jj < operand.numAddrModes; ++jj)
  2341. {
  2342. if (DxbcOperandAddrMode::Imm32 == operand.addrMode[jj]
  2343. || DxbcOperandAddrMode::RegImm32 == operand.addrMode[jj])
  2344. {
  2345. operand.regIndex[jj] += cast.offset;
  2346. }
  2347. else if (0 != cast.offset)
  2348. {
  2349. operand.subOperand[jj].regIndex = operand.regIndex[jj];
  2350. operand.addrMode[jj] = DxbcOperandAddrMode::RegImm32;
  2351. operand.regIndex[jj] = cast.offset;
  2352. }
  2353. }
  2354. }
  2355. }
  2356. }
  2357. }
  2358. ID3D12PipelineState* getPipelineState(ProgramHandle _program)
  2359. {
  2360. ProgramD3D12& program = m_program[_program.idx];
  2361. const uint32_t hash = program.m_vsh->m_hash;
  2362. ID3D12PipelineState* pso = m_pipelineStateCache.find(hash);
  2363. if (BX_LIKELY(NULL != pso) )
  2364. {
  2365. return pso;
  2366. }
  2367. D3D12_COMPUTE_PIPELINE_STATE_DESC desc;
  2368. bx::memSet(&desc, 0, sizeof(desc) );
  2369. desc.pRootSignature = m_rootSignature;
  2370. desc.CS.pShaderBytecode = program.m_vsh->m_code->data;
  2371. desc.CS.BytecodeLength = program.m_vsh->m_code->size;
  2372. desc.NodeMask = 1;
  2373. desc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
  2374. uint32_t length = g_callback->cacheReadSize(hash);
  2375. const bool cached = length > 0;
  2376. void* cachedData = NULL;
  2377. if (cached)
  2378. {
  2379. cachedData = BX_ALLOC(g_allocator, length);
  2380. if (g_callback->cacheRead(hash, cachedData, length) )
  2381. {
  2382. BX_TRACE("Loading cached compute PSO (size %d).", length);
  2383. bx::MemoryReader reader(cachedData, length);
  2384. desc.CachedPSO.pCachedBlob = reader.getDataPtr();
  2385. desc.CachedPSO.CachedBlobSizeInBytes = (size_t)reader.remaining();
  2386. HRESULT hr = m_device->CreateComputePipelineState(&desc
  2387. , IID_ID3D12PipelineState
  2388. , (void**)&pso
  2389. );
  2390. if (FAILED(hr) )
  2391. {
  2392. BX_TRACE("Failed to load cached compute PSO (HRESULT 0x%08x).", hr);
  2393. bx::memSet(&desc.CachedPSO, 0, sizeof(desc.CachedPSO) );
  2394. }
  2395. }
  2396. }
  2397. if (NULL == pso)
  2398. {
  2399. DX_CHECK(m_device->CreateComputePipelineState(&desc
  2400. , IID_ID3D12PipelineState
  2401. , (void**)&pso
  2402. ) );
  2403. }
  2404. m_pipelineStateCache.add(hash, pso);
  2405. ID3DBlob* blob;
  2406. HRESULT hr = pso->GetCachedBlob(&blob);
  2407. if (SUCCEEDED(hr) )
  2408. {
  2409. void* data = blob->GetBufferPointer();
  2410. length = (uint32_t)blob->GetBufferSize();
  2411. g_callback->cacheWrite(hash, data, length);
  2412. DX_RELEASE(blob, 0);
  2413. }
  2414. if (NULL != cachedData)
  2415. {
  2416. BX_FREE(g_allocator, cachedData);
  2417. }
  2418. return pso;
  2419. }
  2420. ID3D12PipelineState* getPipelineState(
  2421. uint64_t _state
  2422. , uint64_t _stencil
  2423. , uint8_t _numStreams
  2424. , const VertexLayout** _layouts
  2425. , ProgramHandle _program
  2426. , uint8_t _numInstanceData
  2427. )
  2428. {
  2429. ProgramD3D12& program = m_program[_program.idx];
  2430. _state &= 0
  2431. | BGFX_STATE_WRITE_RGB
  2432. | BGFX_STATE_WRITE_A
  2433. | BGFX_STATE_WRITE_Z
  2434. | BGFX_STATE_DEPTH_TEST_MASK
  2435. | BGFX_STATE_BLEND_MASK
  2436. | BGFX_STATE_BLEND_EQUATION_MASK
  2437. | BGFX_STATE_BLEND_INDEPENDENT
  2438. | BGFX_STATE_BLEND_ALPHA_TO_COVERAGE
  2439. | BGFX_STATE_CULL_MASK
  2440. | BGFX_STATE_FRONT_CCW
  2441. | BGFX_STATE_MSAA
  2442. | BGFX_STATE_LINEAA
  2443. | BGFX_STATE_CONSERVATIVE_RASTER
  2444. | BGFX_STATE_PT_MASK
  2445. ;
  2446. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, ~BGFX_STENCIL_FUNC_REF_MASK);
  2447. VertexLayout layout;
  2448. if (0 < _numStreams)
  2449. {
  2450. bx::memCopy(&layout, _layouts[0], sizeof(VertexLayout) );
  2451. const uint16_t* attrMask = program.m_vsh->m_attrMask;
  2452. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  2453. {
  2454. uint16_t mask = attrMask[ii];
  2455. uint16_t attr = (layout.m_attributes[ii] & mask);
  2456. layout.m_attributes[ii] = attr == 0 ? UINT16_MAX : attr == UINT16_MAX ? 0 : attr;
  2457. }
  2458. }
  2459. bx::HashMurmur2A murmur;
  2460. murmur.begin();
  2461. murmur.add(_state);
  2462. murmur.add(_stencil);
  2463. murmur.add(program.m_vsh->m_hash);
  2464. murmur.add(program.m_vsh->m_attrMask, sizeof(program.m_vsh->m_attrMask) );
  2465. if (NULL != program.m_fsh)
  2466. {
  2467. murmur.add(program.m_fsh->m_hash);
  2468. }
  2469. for (uint32_t ii = 0; ii < _numStreams; ++ii)
  2470. {
  2471. murmur.add(_layouts[ii]->m_hash);
  2472. }
  2473. murmur.add(layout.m_attributes, sizeof(layout.m_attributes) );
  2474. murmur.add(m_fbh.idx);
  2475. murmur.add(_numInstanceData);
  2476. const uint32_t hash = murmur.end();
  2477. ID3D12PipelineState* pso = m_pipelineStateCache.find(hash);
  2478. if (NULL != pso)
  2479. {
  2480. return pso;
  2481. }
  2482. D3D12_GRAPHICS_PIPELINE_STATE_DESC desc;
  2483. bx::memSet(&desc, 0, sizeof(desc) );
  2484. desc.pRootSignature = m_rootSignature;
  2485. desc.VS.pShaderBytecode = program.m_vsh->m_code->data;
  2486. desc.VS.BytecodeLength = program.m_vsh->m_code->size;
  2487. const Memory* temp = NULL;
  2488. if (NULL != program.m_fsh)
  2489. {
  2490. bx::MemoryReader rd(program.m_fsh->m_code->data, program.m_fsh->m_code->size);
  2491. DxbcContext dxbc;
  2492. bx::Error err;
  2493. read(&rd, dxbc, &err);
  2494. bool patchShader = !dxbc.shader.aon9;
  2495. if (BX_ENABLED(BGFX_CONFIG_DEBUG)
  2496. && patchShader)
  2497. {
  2498. union { uint32_t offset; void* ptr; } cast = { 0 };
  2499. filter(dxbc.shader, dxbc.shader, patchCb0, cast.ptr);
  2500. temp = alloc(uint32_t(dxbc.header.size));
  2501. bx::StaticMemoryBlockWriter wr(temp->data, temp->size);
  2502. int32_t size = write(&wr, dxbc, &err);
  2503. dxbcHash(temp->data + 20, size - 20, temp->data + 4);
  2504. patchShader = 0 == bx::memCmp(program.m_fsh->m_code->data, temp->data, 16);
  2505. BX_ASSERT(patchShader, "DXBC fragment shader patching error (ShaderHandle: %d).", program.m_fsh - m_shaders);
  2506. if (!patchShader)
  2507. {
  2508. for (uint32_t ii = 20; ii < temp->size; ii += 16)
  2509. {
  2510. if (0 != bx::memCmp(&program.m_fsh->m_code->data[ii], &temp->data[ii], 16) )
  2511. {
  2512. // bx::debugPrintfData(&program.m_fsh->m_code->data[ii], temp->size-ii, "");
  2513. // bx::debugPrintfData(&temp->data[ii], temp->size-ii, "");
  2514. break;
  2515. }
  2516. }
  2517. desc.PS.pShaderBytecode = program.m_fsh->m_code->data;
  2518. desc.PS.BytecodeLength = program.m_fsh->m_code->size;
  2519. }
  2520. release(temp);
  2521. temp = NULL;
  2522. }
  2523. if (patchShader)
  2524. {
  2525. union { uint32_t offset; void* ptr; } cast =
  2526. {
  2527. uint32_t(program.m_vsh->m_size)/16
  2528. };
  2529. filter(dxbc.shader, dxbc.shader, patchCb0, cast.ptr);
  2530. temp = alloc(uint32_t(dxbc.header.size));
  2531. bx::StaticMemoryBlockWriter wr(temp->data, temp->size);
  2532. int32_t size = write(&wr, dxbc, &err);
  2533. dxbcHash(temp->data + 20, size - 20, temp->data + 4);
  2534. desc.PS.pShaderBytecode = temp->data;
  2535. desc.PS.BytecodeLength = size;
  2536. }
  2537. else
  2538. {
  2539. desc.PS.pShaderBytecode = program.m_fsh->m_code->data;
  2540. desc.PS.BytecodeLength = program.m_fsh->m_code->size;
  2541. }
  2542. }
  2543. else
  2544. {
  2545. desc.PS.pShaderBytecode = NULL;
  2546. desc.PS.BytecodeLength = 0;
  2547. }
  2548. desc.DS.pShaderBytecode = NULL;
  2549. desc.DS.BytecodeLength = 0;
  2550. desc.HS.pShaderBytecode = NULL;
  2551. desc.HS.BytecodeLength = 0;
  2552. desc.GS.pShaderBytecode = NULL;
  2553. desc.GS.BytecodeLength = 0;
  2554. desc.StreamOutput.pSODeclaration = NULL;
  2555. desc.StreamOutput.NumEntries = 0;
  2556. desc.StreamOutput.pBufferStrides = NULL;
  2557. desc.StreamOutput.NumStrides = 0;
  2558. desc.StreamOutput.RasterizedStream = 0;
  2559. setBlendState(desc.BlendState, _state);
  2560. desc.SampleMask = UINT32_MAX;
  2561. setRasterizerState(desc.RasterizerState, _state);
  2562. setDepthStencilState(desc.DepthStencilState, _state, _stencil);
  2563. D3D12_INPUT_ELEMENT_DESC vertexElements[Attrib::Count + 1 + BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  2564. desc.InputLayout.NumElements = setInputLayout(vertexElements, _numStreams, _layouts, program, _numInstanceData);
  2565. desc.InputLayout.pInputElementDescs = 0 == desc.InputLayout.NumElements
  2566. ? NULL
  2567. : vertexElements
  2568. ;
  2569. uint8_t primIndex = uint8_t( (_state&BGFX_STATE_PT_MASK) >> BGFX_STATE_PT_SHIFT);
  2570. desc.PrimitiveTopologyType = s_primInfo[primIndex].m_topologyType;
  2571. if (isValid(m_fbh) )
  2572. {
  2573. const FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  2574. if (NULL == frameBuffer.m_swapChain)
  2575. {
  2576. desc.NumRenderTargets = frameBuffer.m_num;
  2577. for (uint8_t ii = 0, num = frameBuffer.m_num; ii < num; ++ii)
  2578. {
  2579. desc.RTVFormats[ii] = m_textures[frameBuffer.m_texture[ii].idx].m_srvd.Format;
  2580. }
  2581. if (isValid(frameBuffer.m_depth) )
  2582. {
  2583. desc.DSVFormat = s_textureFormat[m_textures[frameBuffer.m_depth.idx].m_textureFormat].m_fmtDsv;
  2584. }
  2585. else
  2586. {
  2587. desc.DSVFormat = DXGI_FORMAT_UNKNOWN;
  2588. }
  2589. }
  2590. else
  2591. {
  2592. desc.NumRenderTargets = 1;
  2593. desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
  2594. desc.DSVFormat = DXGI_FORMAT_UNKNOWN;
  2595. }
  2596. }
  2597. else
  2598. {
  2599. desc.NumRenderTargets = 1;
  2600. desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
  2601. desc.DSVFormat = DXGI_FORMAT_D24_UNORM_S8_UINT;
  2602. }
  2603. desc.SampleDesc = m_scd.sampleDesc;
  2604. uint32_t length = g_callback->cacheReadSize(hash);
  2605. const bool cached = length > 0;
  2606. void* cachedData = NULL;
  2607. if (cached)
  2608. {
  2609. cachedData = BX_ALLOC(g_allocator, length);
  2610. if (g_callback->cacheRead(hash, cachedData, length) )
  2611. {
  2612. BX_TRACE("Loading cached graphics PSO (size %d).", length);
  2613. bx::MemoryReader reader(cachedData, length);
  2614. desc.CachedPSO.pCachedBlob = reader.getDataPtr();
  2615. desc.CachedPSO.CachedBlobSizeInBytes = (size_t)reader.remaining();
  2616. HRESULT hr = m_device->CreateGraphicsPipelineState(&desc
  2617. , IID_ID3D12PipelineState
  2618. , (void**)&pso
  2619. );
  2620. if (FAILED(hr) )
  2621. {
  2622. BX_TRACE("Failed to load cached graphics PSO (HRESULT 0x%08x).", hr);
  2623. bx::memSet(&desc.CachedPSO, 0, sizeof(desc.CachedPSO) );
  2624. }
  2625. }
  2626. }
  2627. if (NULL == pso)
  2628. {
  2629. DX_CHECK(m_device->CreateGraphicsPipelineState(&desc
  2630. , IID_ID3D12PipelineState
  2631. , (void**)&pso
  2632. ) );
  2633. }
  2634. BGFX_FATAL(NULL != pso, Fatal::InvalidShader, "Failed to create PSO!");
  2635. m_pipelineStateCache.add(hash, pso);
  2636. if (NULL != temp)
  2637. {
  2638. release(temp);
  2639. }
  2640. ID3DBlob* blob;
  2641. HRESULT hr = pso->GetCachedBlob(&blob);
  2642. if (SUCCEEDED(hr) )
  2643. {
  2644. void* data = blob->GetBufferPointer();
  2645. length = (uint32_t)blob->GetBufferSize();
  2646. g_callback->cacheWrite(hash, data, length);
  2647. DX_RELEASE(blob, 0);
  2648. }
  2649. if (NULL != cachedData)
  2650. {
  2651. BX_FREE(g_allocator, cachedData);
  2652. }
  2653. return pso;
  2654. }
  2655. uint16_t getSamplerState(const uint32_t* _flags, uint32_t _num, const float _palette[][4])
  2656. {
  2657. bx::HashMurmur2A murmur;
  2658. murmur.begin();
  2659. murmur.add(_flags, _num * sizeof(uint32_t) );
  2660. uint32_t hash = murmur.end();
  2661. uint16_t sampler = m_samplerStateCache.find(hash);
  2662. if (UINT16_MAX == sampler)
  2663. {
  2664. sampler = m_samplerAllocator.alloc(_flags, _num, _palette);
  2665. m_samplerStateCache.add(hash, sampler);
  2666. }
  2667. return sampler;
  2668. }
  2669. bool isVisible(Frame* _render, OcclusionQueryHandle _handle, bool _visible)
  2670. {
  2671. return _visible == (0 != _render->m_occlusion[_handle.idx]);
  2672. }
  2673. void commit(UniformBuffer& _uniformBuffer)
  2674. {
  2675. _uniformBuffer.reset();
  2676. for (;;)
  2677. {
  2678. uint32_t opcode = _uniformBuffer.read();
  2679. if (UniformType::End == opcode)
  2680. {
  2681. break;
  2682. }
  2683. UniformType::Enum type;
  2684. uint16_t loc;
  2685. uint16_t num;
  2686. uint16_t copy;
  2687. UniformBuffer::decodeOpcode(opcode, type, loc, num, copy);
  2688. const char* data;
  2689. if (copy)
  2690. {
  2691. data = _uniformBuffer.read(g_uniformTypeSize[type]*num);
  2692. }
  2693. else
  2694. {
  2695. UniformHandle handle;
  2696. bx::memCopy(&handle, _uniformBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  2697. data = (const char*)m_uniforms[handle.idx];
  2698. }
  2699. switch ( (uint32_t)type)
  2700. {
  2701. case UniformType::Mat3:
  2702. case UniformType::Mat3|kUniformFragmentBit:
  2703. {
  2704. float* value = (float*)data;
  2705. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9)
  2706. {
  2707. Matrix4 mtx;
  2708. mtx.un.val[ 0] = value[0];
  2709. mtx.un.val[ 1] = value[1];
  2710. mtx.un.val[ 2] = value[2];
  2711. mtx.un.val[ 3] = 0.0f;
  2712. mtx.un.val[ 4] = value[3];
  2713. mtx.un.val[ 5] = value[4];
  2714. mtx.un.val[ 6] = value[5];
  2715. mtx.un.val[ 7] = 0.0f;
  2716. mtx.un.val[ 8] = value[6];
  2717. mtx.un.val[ 9] = value[7];
  2718. mtx.un.val[10] = value[8];
  2719. mtx.un.val[11] = 0.0f;
  2720. setShaderUniform(uint8_t(type), loc, &mtx.un.val[0], 3);
  2721. }
  2722. }
  2723. break;
  2724. case UniformType::Sampler:
  2725. case UniformType::Sampler | kUniformFragmentBit:
  2726. case UniformType::Vec4:
  2727. case UniformType::Vec4 | kUniformFragmentBit:
  2728. case UniformType::Mat4:
  2729. case UniformType::Mat4 | kUniformFragmentBit:
  2730. {
  2731. setShaderUniform(uint8_t(type), loc, data, num);
  2732. }
  2733. break;
  2734. case UniformType::End:
  2735. break;
  2736. default:
  2737. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _uniformBuffer.getPos(), opcode, type, loc, num, copy);
  2738. break;
  2739. }
  2740. }
  2741. }
  2742. void clear(const Clear& _clear, const float _palette[][4], const D3D12_RECT* _rect = NULL, uint32_t _num = 0)
  2743. {
  2744. if (isValid(m_fbh) )
  2745. {
  2746. FrameBufferD3D12& frameBuffer = m_frameBuffers[m_fbh.idx];
  2747. frameBuffer.clear(m_commandList, _clear, _palette);
  2748. }
  2749. else
  2750. {
  2751. if (NULL != m_currentColor
  2752. && BGFX_CLEAR_COLOR & _clear.m_flags)
  2753. {
  2754. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2755. {
  2756. uint8_t index = _clear.m_index[0];
  2757. if (UINT8_MAX != index)
  2758. {
  2759. m_commandList->ClearRenderTargetView(*m_currentColor
  2760. , _palette[index]
  2761. , _num
  2762. , _rect
  2763. );
  2764. }
  2765. }
  2766. else
  2767. {
  2768. float frgba[4] =
  2769. {
  2770. _clear.m_index[0] * 1.0f / 255.0f,
  2771. _clear.m_index[1] * 1.0f / 255.0f,
  2772. _clear.m_index[2] * 1.0f / 255.0f,
  2773. _clear.m_index[3] * 1.0f / 255.0f,
  2774. };
  2775. m_commandList->ClearRenderTargetView(*m_currentColor
  2776. , frgba
  2777. , _num
  2778. , _rect
  2779. );
  2780. }
  2781. }
  2782. if (NULL != m_currentDepthStencil
  2783. && (BGFX_CLEAR_DEPTH | BGFX_CLEAR_STENCIL) & _clear.m_flags)
  2784. {
  2785. uint32_t flags = 0;
  2786. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH ) ? D3D12_CLEAR_FLAG_DEPTH : 0;
  2787. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D12_CLEAR_FLAG_STENCIL : 0;
  2788. m_commandList->ClearDepthStencilView(*m_currentDepthStencil
  2789. , D3D12_CLEAR_FLAGS(flags)
  2790. , _clear.m_depth
  2791. , _clear.m_stencil
  2792. , _num
  2793. , _rect
  2794. );
  2795. }
  2796. }
  2797. }
  2798. void clearQuad(const Rect& _rect, const Clear& _clear, const float _palette[][4])
  2799. {
  2800. uint32_t width;
  2801. uint32_t height;
  2802. if (isValid(m_fbh) )
  2803. {
  2804. const FrameBufferD3D12& fb = m_frameBuffers[m_fbh.idx];
  2805. width = fb.m_width;
  2806. height = fb.m_height;
  2807. }
  2808. else
  2809. {
  2810. width = m_scd.width;
  2811. height = m_scd.height;
  2812. }
  2813. if (0 == _rect.m_x
  2814. && 0 == _rect.m_y
  2815. && width == _rect.m_width
  2816. && height == _rect.m_height)
  2817. {
  2818. clear(_clear, _palette);
  2819. }
  2820. else
  2821. {
  2822. D3D12_RECT rect;
  2823. rect.left = _rect.m_x;
  2824. rect.top = _rect.m_y;
  2825. rect.right = _rect.m_x + _rect.m_width;
  2826. rect.bottom = _rect.m_y + _rect.m_height;
  2827. clear(_clear, _palette, &rect, 1);
  2828. }
  2829. }
  2830. uint64_t kick()
  2831. {
  2832. uint64_t fence = m_cmd.kick();
  2833. m_commandList = m_cmd.alloc();
  2834. return fence;
  2835. }
  2836. void finish()
  2837. {
  2838. m_cmd.kick();
  2839. m_cmd.finish();
  2840. m_commandList = NULL;
  2841. }
  2842. void finishAll(bool _alloc = false)
  2843. {
  2844. uint64_t fence = m_cmd.kick();
  2845. m_cmd.finish(fence, true);
  2846. m_commandList = _alloc ? m_cmd.alloc() : NULL;
  2847. }
  2848. Dxgi m_dxgi;
  2849. NvApi m_nvapi;
  2850. void* m_kernel32Dll;
  2851. void* m_d3d12Dll;
  2852. void* m_renderDocDll;
  2853. void* m_winPixEvent;
  2854. D3D_FEATURE_LEVEL m_featureLevel;
  2855. D3D_DRIVER_TYPE m_driverType;
  2856. D3D12_FEATURE_DATA_ARCHITECTURE m_architecture;
  2857. D3D12_FEATURE_DATA_D3D12_OPTIONS m_options;
  2858. Dxgi::SwapChainI* m_swapChain;
  2859. ID3D12Resource* m_msaaRt;
  2860. #if BX_PLATFORM_WINDOWS
  2861. ID3D12InfoQueue* m_infoQueue;
  2862. #endif // BX_PLATFORM_WINDOWS
  2863. int64_t m_presentElapsed;
  2864. uint16_t m_numWindows;
  2865. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2866. ID3D12Device* m_device;
  2867. TimerQueryD3D12 m_gpuTimer;
  2868. OcclusionQueryD3D12 m_occlusionQuery;
  2869. uint32_t m_deviceInterfaceVersion;
  2870. ID3D12DescriptorHeap* m_rtvDescriptorHeap;
  2871. ID3D12DescriptorHeap* m_dsvDescriptorHeap;
  2872. D3D12_CPU_DESCRIPTOR_HANDLE m_rtvHandle;
  2873. D3D12_CPU_DESCRIPTOR_HANDLE m_dsvHandle;
  2874. D3D12_CPU_DESCRIPTOR_HANDLE* m_currentColor;
  2875. D3D12_CPU_DESCRIPTOR_HANDLE* m_currentDepthStencil;
  2876. ID3D12Resource* m_backBufferColor[BGFX_CONFIG_MAX_BACK_BUFFERS];
  2877. uint64_t m_backBufferColorFence[BGFX_CONFIG_MAX_BACK_BUFFERS];
  2878. ID3D12Resource* m_backBufferDepthStencil;
  2879. ScratchBufferD3D12 m_scratchBuffer[BGFX_CONFIG_MAX_BACK_BUFFERS];
  2880. DescriptorAllocatorD3D12 m_samplerAllocator;
  2881. ID3D12RootSignature* m_rootSignature;
  2882. ID3D12CommandSignature* m_commandSignature[3];
  2883. CommandQueueD3D12 m_cmd;
  2884. BatchD3D12 m_batch;
  2885. ID3D12GraphicsCommandList* m_commandList;
  2886. Resolution m_resolution;
  2887. bool m_wireframe;
  2888. bool m_lost;
  2889. SwapChainDesc m_scd;
  2890. uint32_t m_maxAnisotropy;
  2891. bool m_depthClamp;
  2892. BufferD3D12 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  2893. VertexBufferD3D12 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  2894. ShaderD3D12 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  2895. ProgramD3D12 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  2896. TextureD3D12 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  2897. VertexLayout m_vertexLayouts[BGFX_CONFIG_MAX_VERTEX_LAYOUTS];
  2898. FrameBufferD3D12 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  2899. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  2900. Matrix4 m_predefinedUniforms[PredefinedUniform::Count];
  2901. UniformRegistry m_uniformReg;
  2902. StateCacheT<ID3D12PipelineState> m_pipelineStateCache;
  2903. StateCache m_samplerStateCache;
  2904. TextVideoMem m_textVideoMem;
  2905. uint8_t m_fsScratch[64<<10];
  2906. uint8_t m_vsScratch[64<<10];
  2907. FrameBufferHandle m_fbh;
  2908. uint32_t m_backBufferColorIdx;
  2909. bool m_rtMsaa;
  2910. bool m_directAccessSupport;
  2911. };
  2912. static RendererContextD3D12* s_renderD3D12;
  2913. RendererContextI* rendererCreate(const Init& _init)
  2914. {
  2915. s_renderD3D12 = BX_NEW(g_allocator, RendererContextD3D12);
  2916. if (!s_renderD3D12->init(_init) )
  2917. {
  2918. BX_DELETE(g_allocator, s_renderD3D12);
  2919. s_renderD3D12 = NULL;
  2920. }
  2921. return s_renderD3D12;
  2922. }
  2923. void rendererDestroy()
  2924. {
  2925. s_renderD3D12->shutdown();
  2926. BX_DELETE(g_allocator, s_renderD3D12);
  2927. s_renderD3D12 = NULL;
  2928. }
  2929. void ScratchBufferD3D12::create(uint32_t _size, uint32_t _maxDescriptors)
  2930. {
  2931. m_size = _size;
  2932. ID3D12Device* device = s_renderD3D12->m_device;
  2933. m_incrementSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
  2934. D3D12_DESCRIPTOR_HEAP_DESC desc;
  2935. desc.NumDescriptors = _maxDescriptors;
  2936. desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
  2937. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  2938. desc.NodeMask = 1;
  2939. DX_CHECK(device->CreateDescriptorHeap(&desc
  2940. , IID_ID3D12DescriptorHeap
  2941. , (void**)&m_heap
  2942. ) );
  2943. m_upload = createCommittedResource(device, HeapProperty::Upload, desc.NumDescriptors * 1024);
  2944. m_gpuVA = m_upload->GetGPUVirtualAddress();
  2945. D3D12_RANGE readRange = { 0, 0 };
  2946. m_upload->Map(0, &readRange, (void**)&m_data);
  2947. reset(m_gpuHandle);
  2948. }
  2949. void ScratchBufferD3D12::destroy()
  2950. {
  2951. D3D12_RANGE writeRange = { 0, 0 };
  2952. m_upload->Unmap(0, &writeRange);
  2953. DX_RELEASE(m_upload, 0);
  2954. DX_RELEASE(m_heap, 0);
  2955. }
  2956. void ScratchBufferD3D12::reset(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle)
  2957. {
  2958. m_pos = 0;
  2959. m_cpuHandle = getCPUHandleHeapStart(m_heap);
  2960. m_gpuHandle = getGPUHandleHeapStart(m_heap);
  2961. _gpuHandle = m_gpuHandle;
  2962. }
  2963. void ScratchBufferD3D12::allocEmpty(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle)
  2964. {
  2965. m_cpuHandle.ptr += m_incrementSize;
  2966. _gpuHandle = m_gpuHandle;
  2967. m_gpuHandle.ptr += m_incrementSize;
  2968. }
  2969. void* ScratchBufferD3D12::allocCbv(D3D12_GPU_VIRTUAL_ADDRESS& _gpuAddress, uint32_t _size)
  2970. {
  2971. _gpuAddress = m_gpuVA + m_pos;
  2972. void* data = &m_data[m_pos];
  2973. m_pos += bx::alignUp(_size, 256);
  2974. // D3D12_CONSTANT_BUFFER_VIEW_DESC desc;
  2975. // desc.BufferLocation = _gpuAddress;
  2976. // desc.SizeInBytes = _size;
  2977. // ID3D12Device* device = s_renderD3D12->m_device;
  2978. // device->CreateConstantBufferView(&desc
  2979. // , m_cpuHandle
  2980. // );
  2981. // m_cpuHandle.ptr += m_incrementSize;
  2982. // m_gpuHandle.ptr += m_incrementSize;
  2983. return data;
  2984. }
  2985. void ScratchBufferD3D12::allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, TextureD3D12& _texture, uint8_t _mip)
  2986. {
  2987. ID3D12Device* device = s_renderD3D12->m_device;
  2988. D3D12_SHADER_RESOURCE_VIEW_DESC tmpSrvd;
  2989. D3D12_SHADER_RESOURCE_VIEW_DESC* srvd = &_texture.m_srvd;
  2990. if (0 != _mip)
  2991. {
  2992. bx::memCopy(&tmpSrvd, srvd, sizeof(tmpSrvd) );
  2993. srvd = &tmpSrvd;
  2994. switch (_texture.m_srvd.ViewDimension)
  2995. {
  2996. default:
  2997. case D3D12_SRV_DIMENSION_TEXTURE2D:
  2998. srvd->Texture2D.MostDetailedMip = _mip;
  2999. srvd->Texture2D.MipLevels = 1;
  3000. srvd->Texture2D.PlaneSlice = 0;
  3001. srvd->Texture2D.ResourceMinLODClamp = 0;
  3002. break;
  3003. case D3D12_SRV_DIMENSION_TEXTURECUBE:
  3004. srvd->TextureCube.MostDetailedMip = _mip;
  3005. srvd->TextureCube.MipLevels = 1;
  3006. srvd->TextureCube.ResourceMinLODClamp = 0;
  3007. break;
  3008. case D3D12_SRV_DIMENSION_TEXTURE3D:
  3009. srvd->Texture3D.MostDetailedMip = _mip;
  3010. srvd->Texture3D.MipLevels = 1;
  3011. srvd->Texture3D.ResourceMinLODClamp = 0;
  3012. break;
  3013. }
  3014. }
  3015. device->CreateShaderResourceView(NULL != _texture.m_singleMsaa ? _texture.m_singleMsaa : _texture.m_ptr
  3016. , srvd
  3017. , m_cpuHandle
  3018. );
  3019. m_cpuHandle.ptr += m_incrementSize;
  3020. _gpuHandle = m_gpuHandle;
  3021. m_gpuHandle.ptr += m_incrementSize;
  3022. }
  3023. void ScratchBufferD3D12::allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, TextureD3D12& _texture, uint8_t _mip)
  3024. {
  3025. ID3D12Device* device = s_renderD3D12->m_device;
  3026. D3D12_UNORDERED_ACCESS_VIEW_DESC tmpUavd;
  3027. D3D12_UNORDERED_ACCESS_VIEW_DESC* uavd = &_texture.m_uavd;
  3028. if (0 != _mip)
  3029. {
  3030. bx::memCopy(&tmpUavd, uavd, sizeof(tmpUavd) );
  3031. uavd = &tmpUavd;
  3032. switch (_texture.m_uavd.ViewDimension)
  3033. {
  3034. default:
  3035. case D3D12_UAV_DIMENSION_TEXTURE2D:
  3036. uavd->Texture2D.MipSlice = _mip;
  3037. uavd->Texture2D.PlaneSlice = 0;
  3038. break;
  3039. case D3D12_UAV_DIMENSION_TEXTURE2DARRAY:
  3040. uavd->Texture2DArray.MipSlice = _mip;
  3041. uavd->Texture2DArray.PlaneSlice = 0;
  3042. break;
  3043. case D3D12_UAV_DIMENSION_TEXTURE3D:
  3044. uavd->Texture3D.MipSlice = _mip;
  3045. break;
  3046. }
  3047. }
  3048. device->CreateUnorderedAccessView(_texture.m_ptr
  3049. , NULL
  3050. , uavd
  3051. , m_cpuHandle
  3052. );
  3053. m_cpuHandle.ptr += m_incrementSize;
  3054. _gpuHandle = m_gpuHandle;
  3055. m_gpuHandle.ptr += m_incrementSize;
  3056. }
  3057. void ScratchBufferD3D12::allocSrv(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, BufferD3D12& _buffer)
  3058. {
  3059. ID3D12Device* device = s_renderD3D12->m_device;
  3060. device->CreateShaderResourceView(_buffer.m_ptr
  3061. , &_buffer.m_srvd
  3062. , m_cpuHandle
  3063. );
  3064. m_cpuHandle.ptr += m_incrementSize;
  3065. _gpuHandle = m_gpuHandle;
  3066. m_gpuHandle.ptr += m_incrementSize;
  3067. }
  3068. void ScratchBufferD3D12::allocUav(D3D12_GPU_DESCRIPTOR_HANDLE& _gpuHandle, BufferD3D12& _buffer)
  3069. {
  3070. ID3D12Device* device = s_renderD3D12->m_device;
  3071. device->CreateUnorderedAccessView(_buffer.m_ptr
  3072. , NULL
  3073. , &_buffer.m_uavd
  3074. , m_cpuHandle
  3075. );
  3076. m_cpuHandle.ptr += m_incrementSize;
  3077. _gpuHandle = m_gpuHandle;
  3078. m_gpuHandle.ptr += m_incrementSize;
  3079. }
  3080. void DescriptorAllocatorD3D12::create(D3D12_DESCRIPTOR_HEAP_TYPE _type, uint16_t _maxDescriptors, uint16_t _numDescriptorsPerBlock)
  3081. {
  3082. m_handleAlloc = bx::createHandleAlloc(g_allocator, _maxDescriptors);
  3083. m_numDescriptorsPerBlock = _numDescriptorsPerBlock;
  3084. ID3D12Device* device = s_renderD3D12->m_device;
  3085. m_incrementSize = device->GetDescriptorHandleIncrementSize(_type);
  3086. D3D12_DESCRIPTOR_HEAP_DESC desc;
  3087. desc.NumDescriptors = _maxDescriptors;
  3088. desc.Type = _type;
  3089. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  3090. desc.NodeMask = 1;
  3091. DX_CHECK(device->CreateDescriptorHeap(&desc
  3092. , IID_ID3D12DescriptorHeap
  3093. , (void**)&m_heap
  3094. ) );
  3095. m_cpuHandle = getCPUHandleHeapStart(m_heap);
  3096. m_gpuHandle = getGPUHandleHeapStart(m_heap);
  3097. }
  3098. void DescriptorAllocatorD3D12::destroy()
  3099. {
  3100. bx::destroyHandleAlloc(g_allocator, m_handleAlloc);
  3101. DX_RELEASE(m_heap, 0);
  3102. }
  3103. uint16_t DescriptorAllocatorD3D12::alloc(ID3D12Resource* _ptr, const D3D12_SHADER_RESOURCE_VIEW_DESC* _desc)
  3104. {
  3105. uint16_t idx = m_handleAlloc->alloc();
  3106. D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle = { m_cpuHandle.ptr + idx * m_incrementSize };
  3107. ID3D12Device* device = s_renderD3D12->m_device;
  3108. device->CreateShaderResourceView(_ptr
  3109. , _desc
  3110. , cpuHandle
  3111. );
  3112. return idx;
  3113. }
  3114. uint16_t DescriptorAllocatorD3D12::alloc(const uint32_t* _flags, uint32_t _num, const float _palette[][4])
  3115. {
  3116. uint16_t idx = m_handleAlloc->alloc();
  3117. ID3D12Device* device = s_renderD3D12->m_device;
  3118. uint32_t maxAnisotropy = s_renderD3D12->m_maxAnisotropy;
  3119. for (uint32_t ii = 0; ii < _num; ++ii)
  3120. {
  3121. uint32_t flags = _flags[ii];
  3122. const uint32_t cmpFunc = (flags&BGFX_SAMPLER_COMPARE_MASK)>>BGFX_SAMPLER_COMPARE_SHIFT;
  3123. const uint8_t minFilter = s_textureFilter[0][(flags&BGFX_SAMPLER_MIN_MASK)>>BGFX_SAMPLER_MIN_SHIFT];
  3124. const uint8_t magFilter = s_textureFilter[1][(flags&BGFX_SAMPLER_MAG_MASK)>>BGFX_SAMPLER_MAG_SHIFT];
  3125. const uint8_t mipFilter = s_textureFilter[2][(flags&BGFX_SAMPLER_MIP_MASK)>>BGFX_SAMPLER_MIP_SHIFT];
  3126. const uint8_t filter = 0 == cmpFunc ? 0 : D3D12_FILTER_COMPARISON_MIN_MAG_MIP_POINT;
  3127. D3D12_SAMPLER_DESC sd;
  3128. sd.Filter = (D3D12_FILTER)(filter|minFilter|magFilter|mipFilter);
  3129. sd.AddressU = s_textureAddress[(flags&BGFX_SAMPLER_U_MASK)>>BGFX_SAMPLER_U_SHIFT];
  3130. sd.AddressV = s_textureAddress[(flags&BGFX_SAMPLER_V_MASK)>>BGFX_SAMPLER_V_SHIFT];
  3131. sd.AddressW = s_textureAddress[(flags&BGFX_SAMPLER_W_MASK)>>BGFX_SAMPLER_W_SHIFT];
  3132. sd.MipLODBias = float(BGFX_CONFIG_MIP_LOD_BIAS);
  3133. sd.MaxAnisotropy = maxAnisotropy;
  3134. sd.ComparisonFunc = 0 == cmpFunc ? D3D12_COMPARISON_FUNC_NEVER : s_cmpFunc[cmpFunc];
  3135. uint32_t index = (flags & BGFX_SAMPLER_BORDER_COLOR_MASK) >> BGFX_SAMPLER_BORDER_COLOR_SHIFT;
  3136. if (NULL != _palette
  3137. && needBorderColor(flags) )
  3138. {
  3139. const float* rgba = _palette[index];
  3140. sd.BorderColor[0] = rgba[0];
  3141. sd.BorderColor[1] = rgba[1];
  3142. sd.BorderColor[2] = rgba[2];
  3143. sd.BorderColor[3] = rgba[3];
  3144. }
  3145. else
  3146. {
  3147. sd.BorderColor[0] = 0.0f;
  3148. sd.BorderColor[1] = 0.0f;
  3149. sd.BorderColor[2] = 0.0f;
  3150. sd.BorderColor[3] = 0.0f;
  3151. }
  3152. sd.MinLOD = 0;
  3153. sd.MaxLOD = D3D12_FLOAT32_MAX;
  3154. D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle =
  3155. {
  3156. m_cpuHandle.ptr + (idx * m_numDescriptorsPerBlock + ii) * m_incrementSize
  3157. };
  3158. device->CreateSampler(&sd, cpuHandle);
  3159. }
  3160. return idx;
  3161. }
  3162. void DescriptorAllocatorD3D12::free(uint16_t _idx)
  3163. {
  3164. m_handleAlloc->free(_idx);
  3165. }
  3166. void DescriptorAllocatorD3D12::reset()
  3167. {
  3168. uint16_t max = m_handleAlloc->getMaxHandles();
  3169. bx::destroyHandleAlloc(g_allocator, m_handleAlloc);
  3170. m_handleAlloc = bx::createHandleAlloc(g_allocator, max);
  3171. }
  3172. D3D12_GPU_DESCRIPTOR_HANDLE DescriptorAllocatorD3D12::get(uint16_t _idx)
  3173. {
  3174. D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle = { m_gpuHandle.ptr + _idx * m_numDescriptorsPerBlock * m_incrementSize };
  3175. return gpuHandle;
  3176. }
  3177. void CommandQueueD3D12::init(ID3D12Device* _device)
  3178. {
  3179. D3D12_COMMAND_QUEUE_DESC queueDesc;
  3180. queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
  3181. queueDesc.Priority = 0;
  3182. queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
  3183. queueDesc.NodeMask = 1;
  3184. DX_CHECK(_device->CreateCommandQueue(&queueDesc
  3185. , IID_ID3D12CommandQueue
  3186. , (void**)&m_commandQueue
  3187. ) );
  3188. m_completedFence = 0;
  3189. m_currentFence = 0;
  3190. DX_CHECK(_device->CreateFence(0
  3191. , D3D12_FENCE_FLAG_NONE
  3192. , IID_ID3D12Fence
  3193. , (void**)&m_fence
  3194. ) );
  3195. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandList); ++ii)
  3196. {
  3197. DX_CHECK(_device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT
  3198. , IID_ID3D12CommandAllocator
  3199. , (void**)&m_commandList[ii].m_commandAllocator
  3200. ) );
  3201. DX_CHECK(_device->CreateCommandList(0
  3202. , D3D12_COMMAND_LIST_TYPE_DIRECT
  3203. , m_commandList[ii].m_commandAllocator
  3204. , NULL
  3205. , IID_ID3D12GraphicsCommandList
  3206. , (void**)&m_commandList[ii].m_commandList
  3207. ) );
  3208. DX_CHECK(m_commandList[ii].m_commandList->Close() );
  3209. }
  3210. }
  3211. void CommandQueueD3D12::shutdown()
  3212. {
  3213. finish(UINT64_MAX, true);
  3214. DX_RELEASE(m_fence, 0);
  3215. for (uint32_t ii = 0; ii < BX_COUNTOF(m_commandList); ++ii)
  3216. {
  3217. DX_RELEASE(m_commandList[ii].m_commandAllocator, 0);
  3218. DX_RELEASE(m_commandList[ii].m_commandList, 0);
  3219. }
  3220. DX_RELEASE(m_commandQueue, 0);
  3221. }
  3222. ID3D12GraphicsCommandList* CommandQueueD3D12::alloc()
  3223. {
  3224. while (0 == m_control.reserve(1) )
  3225. {
  3226. consume();
  3227. }
  3228. CommandList& commandList = m_commandList[m_control.m_current];
  3229. DX_CHECK(commandList.m_commandAllocator->Reset() );
  3230. DX_CHECK(commandList.m_commandList->Reset(commandList.m_commandAllocator, NULL) );
  3231. return commandList.m_commandList;
  3232. }
  3233. uint64_t CommandQueueD3D12::kick()
  3234. {
  3235. CommandList& commandList = m_commandList[m_control.m_current];
  3236. DX_CHECK(commandList.m_commandList->Close() );
  3237. ID3D12CommandList* commandLists[] = { commandList.m_commandList };
  3238. m_commandQueue->ExecuteCommandLists(BX_COUNTOF(commandLists), commandLists);
  3239. commandList.m_event = CreateEventExA(NULL, NULL, 0, EVENT_ALL_ACCESS);
  3240. const uint64_t fence = m_currentFence++;
  3241. m_commandQueue->Signal(m_fence, fence);
  3242. m_fence->SetEventOnCompletion(fence, commandList.m_event);
  3243. m_control.commit(1);
  3244. return fence;
  3245. }
  3246. void CommandQueueD3D12::finish(uint64_t _waitFence, bool _finishAll)
  3247. {
  3248. while (0 < m_control.available() )
  3249. {
  3250. consume();
  3251. if (!_finishAll
  3252. && _waitFence <= m_completedFence)
  3253. {
  3254. return;
  3255. }
  3256. }
  3257. BX_ASSERT(0 == m_control.available(), "");
  3258. }
  3259. bool CommandQueueD3D12::tryFinish(uint64_t _waitFence)
  3260. {
  3261. if (0 < m_control.available() )
  3262. {
  3263. if (consume(0)
  3264. && _waitFence <= m_completedFence)
  3265. {
  3266. return true;
  3267. }
  3268. }
  3269. return false;
  3270. }
  3271. void CommandQueueD3D12::release(ID3D12Resource* _ptr)
  3272. {
  3273. m_release[m_control.m_current].push_back(_ptr);
  3274. }
  3275. bool CommandQueueD3D12::consume(uint32_t _ms)
  3276. {
  3277. CommandList& commandList = m_commandList[m_control.m_read];
  3278. if (WAIT_OBJECT_0 == WaitForSingleObject(commandList.m_event, _ms) )
  3279. {
  3280. CloseHandle(commandList.m_event);
  3281. commandList.m_event = NULL;
  3282. m_completedFence = m_fence->GetCompletedValue();
  3283. BX_WARN(UINT64_MAX != m_completedFence, "D3D12: Device lost.");
  3284. m_commandQueue->Wait(m_fence, m_completedFence);
  3285. ResourceArray& ra = m_release[m_control.m_read];
  3286. for (ResourceArray::iterator it = ra.begin(), itEnd = ra.end(); it != itEnd; ++it)
  3287. {
  3288. DX_RELEASE(*it, 0);
  3289. }
  3290. ra.clear();
  3291. m_control.consume(1);
  3292. return true;
  3293. }
  3294. return false;
  3295. }
  3296. void BatchD3D12::create(uint32_t _maxDrawPerBatch)
  3297. {
  3298. m_maxDrawPerBatch = _maxDrawPerBatch;
  3299. setSeqMode(false);
  3300. setIndirectMode(true);
  3301. ID3D12Device* device = s_renderD3D12->m_device;
  3302. ID3D12RootSignature* rootSignature = s_renderD3D12->m_rootSignature;
  3303. D3D12_INDIRECT_ARGUMENT_DESC drawArgDesc[] =
  3304. {
  3305. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 0 } } },
  3306. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 1 } } },
  3307. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 2 } } },
  3308. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 3 } } },
  3309. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 4 } } },
  3310. { D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW, { { Rdt::CBV } } },
  3311. { D3D12_INDIRECT_ARGUMENT_TYPE_DRAW, { { 0 } } },
  3312. };
  3313. D3D12_COMMAND_SIGNATURE_DESC drawCommandSignature =
  3314. {
  3315. sizeof(DrawIndirectCommand),
  3316. BX_COUNTOF(drawArgDesc),
  3317. drawArgDesc,
  3318. 1,
  3319. };
  3320. DX_CHECK(device->CreateCommandSignature(&drawCommandSignature
  3321. , rootSignature
  3322. , IID_ID3D12CommandSignature
  3323. , (void**)&m_commandSignature[Draw]
  3324. ) );
  3325. D3D12_INDIRECT_ARGUMENT_DESC drawIndexedArgDesc[] =
  3326. {
  3327. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 0 } } },
  3328. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 1 } } },
  3329. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 2 } } },
  3330. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 3 } } },
  3331. { D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW, { { 4 } } },
  3332. { D3D12_INDIRECT_ARGUMENT_TYPE_INDEX_BUFFER_VIEW, { { 0 } } },
  3333. { D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW, { { Rdt::CBV } } },
  3334. { D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED, { { 0 } } },
  3335. };
  3336. D3D12_COMMAND_SIGNATURE_DESC drawIndexedCommandSignature =
  3337. {
  3338. sizeof(DrawIndexedIndirectCommand),
  3339. BX_COUNTOF(drawIndexedArgDesc),
  3340. drawIndexedArgDesc,
  3341. 1,
  3342. };
  3343. DX_CHECK(device->CreateCommandSignature(&drawIndexedCommandSignature
  3344. , rootSignature
  3345. , IID_ID3D12CommandSignature
  3346. , (void**)&m_commandSignature[DrawIndexed]
  3347. ) );
  3348. m_cmds[Draw ] = BX_ALLOC(g_allocator, m_maxDrawPerBatch*sizeof(DrawIndirectCommand) );
  3349. m_cmds[DrawIndexed] = BX_ALLOC(g_allocator, m_maxDrawPerBatch*sizeof(DrawIndexedIndirectCommand) );
  3350. uint32_t cmdSize = bx::max<uint32_t>(sizeof(DrawIndirectCommand), sizeof(DrawIndexedIndirectCommand) );
  3351. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indirect); ++ii)
  3352. {
  3353. m_indirect[ii].create(m_maxDrawPerBatch*cmdSize
  3354. , NULL
  3355. , BGFX_BUFFER_DRAW_INDIRECT
  3356. , false
  3357. , cmdSize
  3358. );
  3359. }
  3360. }
  3361. void BatchD3D12::destroy()
  3362. {
  3363. BX_FREE(g_allocator, m_cmds[0]);
  3364. BX_FREE(g_allocator, m_cmds[1]);
  3365. DX_RELEASE(m_commandSignature[0], 0);
  3366. DX_RELEASE(m_commandSignature[1], 0);
  3367. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indirect); ++ii)
  3368. {
  3369. m_indirect[ii].destroy();
  3370. }
  3371. }
  3372. template<typename Ty>
  3373. Ty& BatchD3D12::getCmd(Enum _type)
  3374. {
  3375. uint32_t index = m_num[_type];
  3376. BX_ASSERT(index < m_maxDrawPerBatch, "Memory corruption...");
  3377. m_num[_type]++;
  3378. Ty* cmd = &reinterpret_cast<Ty*>(m_cmds[_type])[index];
  3379. return *cmd;
  3380. }
  3381. uint8_t fill(ID3D12GraphicsCommandList* _commandList, D3D12_VERTEX_BUFFER_VIEW* _vbv, const RenderDraw& _draw, uint32_t& _outNumVertices)
  3382. {
  3383. uint8_t numStreams = 0;
  3384. _outNumVertices = _draw.m_numVertices;
  3385. if (UINT8_MAX != _draw.m_streamMask)
  3386. {
  3387. for (uint32_t idx = 0, streamMask = _draw.m_streamMask
  3388. ; 0 != streamMask
  3389. ; streamMask >>= 1, idx += 1, ++numStreams
  3390. )
  3391. {
  3392. const uint32_t ntz = bx::uint32_cnttz(streamMask);
  3393. streamMask >>= ntz;
  3394. idx += ntz;
  3395. const Stream& stream = _draw.m_stream[idx];
  3396. uint16_t handle = stream.m_handle.idx;
  3397. VertexBufferD3D12& vb = s_renderD3D12->m_vertexBuffers[handle];
  3398. vb.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3399. const uint16_t layoutIdx = !isValid(vb.m_layoutHandle) ? stream.m_layoutHandle.idx : vb.m_layoutHandle.idx;
  3400. const VertexLayout& layout = s_renderD3D12->m_vertexLayouts[layoutIdx];
  3401. uint32_t stride = layout.m_stride;
  3402. D3D12_VERTEX_BUFFER_VIEW& vbv = _vbv[numStreams];
  3403. vbv.BufferLocation = vb.m_gpuVA + stream.m_startVertex * stride;
  3404. vbv.StrideInBytes = layout.m_stride;
  3405. vbv.SizeInBytes = vb.m_size;
  3406. _outNumVertices = bx::uint32_min(UINT32_MAX == _draw.m_numVertices
  3407. ? vb.m_size/stride
  3408. : _draw.m_numVertices
  3409. , _outNumVertices
  3410. );
  3411. }
  3412. }
  3413. return numStreams;
  3414. }
  3415. uint32_t BatchD3D12::draw(ID3D12GraphicsCommandList* _commandList, D3D12_GPU_VIRTUAL_ADDRESS _cbv, const RenderDraw& _draw)
  3416. {
  3417. if (isValid(_draw.m_indirectBuffer) )
  3418. {
  3419. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, _cbv);
  3420. D3D12_VERTEX_BUFFER_VIEW vbvs[BGFX_CONFIG_MAX_VERTEX_STREAMS+1];
  3421. uint32_t numVertices;
  3422. uint8_t numStreams = fill(_commandList, vbvs, _draw, numVertices);
  3423. if (isValid(_draw.m_instanceDataBuffer) )
  3424. {
  3425. VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  3426. inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3427. D3D12_VERTEX_BUFFER_VIEW& vbv = vbvs[numStreams++];
  3428. vbv.BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  3429. vbv.StrideInBytes = _draw.m_instanceDataStride;
  3430. vbv.SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  3431. }
  3432. _commandList->IASetVertexBuffers(0
  3433. , numStreams
  3434. , vbvs
  3435. );
  3436. const VertexBufferD3D12& indirect = s_renderD3D12->m_vertexBuffers[_draw.m_indirectBuffer.idx];
  3437. const uint32_t numDrawIndirect = UINT16_MAX == _draw.m_numIndirect
  3438. ? indirect.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  3439. : _draw.m_numIndirect
  3440. ;
  3441. uint32_t numIndices = 0;
  3442. if (isValid(_draw.m_indexBuffer) )
  3443. {
  3444. BufferD3D12& ib = s_renderD3D12->m_indexBuffers[_draw.m_indexBuffer.idx];
  3445. ib.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3446. const bool isIndex16 = _draw.isIndex16();
  3447. const uint32_t indexSize = isIndex16 ? 2 : 4;
  3448. const DXGI_FORMAT indexFormat = isIndex16
  3449. ? DXGI_FORMAT_R16_UINT
  3450. : DXGI_FORMAT_R32_UINT
  3451. ;
  3452. numIndices = UINT32_MAX == _draw.m_numIndices
  3453. ? ib.m_size / indexSize
  3454. : _draw.m_numIndices
  3455. ;
  3456. D3D12_INDEX_BUFFER_VIEW ibv;
  3457. ibv.BufferLocation = ib.m_gpuVA;
  3458. ibv.SizeInBytes = ib.m_size;
  3459. ibv.Format = indexFormat;
  3460. _commandList->IASetIndexBuffer(&ibv);
  3461. _commandList->ExecuteIndirect(
  3462. s_renderD3D12->m_commandSignature[2]
  3463. , numDrawIndirect
  3464. , indirect.m_ptr
  3465. , _draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  3466. , NULL
  3467. , 0
  3468. );
  3469. }
  3470. else
  3471. {
  3472. _commandList->ExecuteIndirect(
  3473. s_renderD3D12->m_commandSignature[1]
  3474. , numDrawIndirect
  3475. , indirect.m_ptr
  3476. , _draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  3477. , NULL
  3478. , 0
  3479. );
  3480. }
  3481. return numIndices;
  3482. }
  3483. Enum type = Enum(!!isValid(_draw.m_indexBuffer) );
  3484. uint32_t numIndices = 0;
  3485. if (Draw == type)
  3486. {
  3487. DrawIndirectCommand& cmd = getCmd<DrawIndirectCommand>(Draw);
  3488. cmd.cbv = _cbv;
  3489. uint32_t numVertices;
  3490. uint8_t numStreams = fill(_commandList, cmd.vbv, _draw, numVertices);
  3491. if (isValid(_draw.m_instanceDataBuffer) )
  3492. {
  3493. VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  3494. inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3495. D3D12_VERTEX_BUFFER_VIEW& vbv = cmd.vbv[numStreams++];
  3496. vbv.BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  3497. vbv.StrideInBytes = _draw.m_instanceDataStride;
  3498. vbv.SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  3499. }
  3500. for (; numStreams < BX_COUNTOF(cmd.vbv); ++numStreams)
  3501. {
  3502. D3D12_VERTEX_BUFFER_VIEW* vbv = &cmd.vbv[numStreams];
  3503. bx::memSet(vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
  3504. }
  3505. cmd.args.InstanceCount = _draw.m_numInstances;
  3506. cmd.args.VertexCountPerInstance = numVertices;
  3507. cmd.args.StartVertexLocation = 0;
  3508. cmd.args.StartInstanceLocation = 0;
  3509. }
  3510. else
  3511. {
  3512. BufferD3D12& ib = s_renderD3D12->m_indexBuffers[_draw.m_indexBuffer.idx];
  3513. ib.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3514. const bool isIndex16 = _draw.isIndex16();
  3515. const uint32_t indexSize = isIndex16 ? 2 : 4;
  3516. const DXGI_FORMAT indexFormat = isIndex16 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
  3517. numIndices = UINT32_MAX == _draw.m_numIndices
  3518. ? ib.m_size / indexSize
  3519. : _draw.m_numIndices
  3520. ;
  3521. DrawIndexedIndirectCommand& cmd = getCmd<DrawIndexedIndirectCommand>(DrawIndexed);
  3522. cmd.cbv = _cbv;
  3523. cmd.ibv.BufferLocation = ib.m_gpuVA;
  3524. cmd.ibv.SizeInBytes = ib.m_size;
  3525. cmd.ibv.Format = indexFormat;
  3526. uint32_t numVertices;
  3527. uint8_t numStreams = fill(_commandList, cmd.vbv, _draw, numVertices);
  3528. if (isValid(_draw.m_instanceDataBuffer) )
  3529. {
  3530. VertexBufferD3D12& inst = s_renderD3D12->m_vertexBuffers[_draw.m_instanceDataBuffer.idx];
  3531. inst.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  3532. D3D12_VERTEX_BUFFER_VIEW& vbv = cmd.vbv[numStreams++];
  3533. vbv.BufferLocation = inst.m_gpuVA + _draw.m_instanceDataOffset;
  3534. vbv.StrideInBytes = _draw.m_instanceDataStride;
  3535. vbv.SizeInBytes = _draw.m_numInstances * _draw.m_instanceDataStride;
  3536. }
  3537. for (; numStreams < BX_COUNTOF(cmd.vbv); ++numStreams)
  3538. {
  3539. D3D12_VERTEX_BUFFER_VIEW* vbv = &cmd.vbv[numStreams];
  3540. bx::memSet(vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
  3541. }
  3542. cmd.args.IndexCountPerInstance = numIndices;
  3543. cmd.args.InstanceCount = _draw.m_numInstances;
  3544. cmd.args.StartIndexLocation = _draw.m_startIndex;
  3545. cmd.args.BaseVertexLocation = 0;
  3546. cmd.args.StartInstanceLocation = 0;
  3547. }
  3548. if (BX_UNLIKELY(m_flushPerBatch == m_num[type]) )
  3549. {
  3550. flush(_commandList, type);
  3551. }
  3552. return numIndices;
  3553. }
  3554. static const uint32_t s_indirectCommandSize[] =
  3555. {
  3556. sizeof(BatchD3D12::DrawIndirectCommand),
  3557. sizeof(BatchD3D12::DrawIndexedIndirectCommand),
  3558. };
  3559. BX_STATIC_ASSERT(BX_COUNTOF(s_indirectCommandSize) == BatchD3D12::Count);
  3560. void BatchD3D12::flush(ID3D12GraphicsCommandList* _commandList, Enum _type)
  3561. {
  3562. uint32_t num = m_num[_type];
  3563. if (0 != num)
  3564. {
  3565. m_num[_type] = 0;
  3566. if (m_minIndirect < num)
  3567. {
  3568. m_stats.m_numIndirect[_type]++;
  3569. BufferD3D12& indirect = m_indirect[m_currIndirect++];
  3570. m_currIndirect %= BX_COUNTOF(m_indirect);
  3571. indirect.update(_commandList, 0, num*s_indirectCommandSize[_type], m_cmds[_type]);
  3572. _commandList->ExecuteIndirect(m_commandSignature[_type]
  3573. , num
  3574. , indirect.m_ptr
  3575. , 0
  3576. , NULL
  3577. , 0
  3578. );
  3579. }
  3580. else
  3581. {
  3582. m_stats.m_numImmediate[_type]++;
  3583. if (Draw == _type)
  3584. {
  3585. const DrawIndirectCommand* cmds = reinterpret_cast<DrawIndirectCommand*>(m_cmds[_type]);
  3586. for (uint32_t ii = 0; ii < num; ++ii)
  3587. {
  3588. const DrawIndirectCommand& cmd = cmds[ii];
  3589. if (m_current.cbv != cmd.cbv)
  3590. {
  3591. m_current.cbv = cmd.cbv;
  3592. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, cmd.cbv);
  3593. }
  3594. if (0 != bx::memCmp(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) ) )
  3595. {
  3596. bx::memCopy(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) );
  3597. _commandList->IASetVertexBuffers(0
  3598. , BGFX_CONFIG_MAX_VERTEX_STREAMS+1
  3599. , cmd.vbv
  3600. );
  3601. }
  3602. _commandList->DrawInstanced(
  3603. cmd.args.VertexCountPerInstance
  3604. , cmd.args.InstanceCount
  3605. , cmd.args.StartVertexLocation
  3606. , cmd.args.StartInstanceLocation
  3607. );
  3608. }
  3609. }
  3610. else
  3611. {
  3612. const DrawIndexedIndirectCommand* cmds = reinterpret_cast<DrawIndexedIndirectCommand*>(m_cmds[_type]);
  3613. for (uint32_t ii = 0; ii < num; ++ii)
  3614. {
  3615. const DrawIndexedIndirectCommand& cmd = cmds[ii];
  3616. if (m_current.cbv != cmd.cbv)
  3617. {
  3618. m_current.cbv = cmd.cbv;
  3619. _commandList->SetGraphicsRootConstantBufferView(Rdt::CBV, cmd.cbv);
  3620. }
  3621. if (0 != bx::memCmp(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) ) )
  3622. {
  3623. bx::memCopy(m_current.vbv, cmd.vbv, sizeof(cmd.vbv) );
  3624. _commandList->IASetVertexBuffers(0
  3625. , BGFX_CONFIG_MAX_VERTEX_STREAMS+1
  3626. , cmd.vbv
  3627. );
  3628. }
  3629. if (0 != bx::memCmp(&m_current.ibv, &cmd.ibv, sizeof(cmd.ibv) ) )
  3630. {
  3631. bx::memCopy(&m_current.ibv, &cmd.ibv, sizeof(cmd.ibv) );
  3632. _commandList->IASetIndexBuffer(&cmd.ibv);
  3633. }
  3634. _commandList->DrawIndexedInstanced(
  3635. cmd.args.IndexCountPerInstance
  3636. , cmd.args.InstanceCount
  3637. , cmd.args.StartIndexLocation
  3638. , cmd.args.BaseVertexLocation
  3639. , cmd.args.StartInstanceLocation
  3640. );
  3641. }
  3642. }
  3643. }
  3644. }
  3645. }
  3646. void BatchD3D12::flush(ID3D12GraphicsCommandList* _commandList, bool _clean)
  3647. {
  3648. flush(_commandList, Draw);
  3649. flush(_commandList, DrawIndexed);
  3650. if (_clean)
  3651. {
  3652. bx::memSet(&m_current, 0, sizeof(m_current) );
  3653. }
  3654. }
  3655. void BatchD3D12::begin()
  3656. {
  3657. bx::memSet(&m_stats, 0, sizeof(m_stats) );
  3658. bx::memSet(&m_current, 0, sizeof(m_current) );
  3659. }
  3660. void BatchD3D12::end(ID3D12GraphicsCommandList* _commandList)
  3661. {
  3662. flush(_commandList);
  3663. }
  3664. struct UavFormat
  3665. {
  3666. DXGI_FORMAT format[3];
  3667. uint32_t stride;
  3668. };
  3669. static const UavFormat s_uavFormat[] =
  3670. { // BGFX_BUFFER_COMPUTE_TYPE_INT, BGFX_BUFFER_COMPUTE_TYPE_UINT, BGFX_BUFFER_COMPUTE_TYPE_FLOAT
  3671. { { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, 0 }, // ignored
  3672. { { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN }, 1 }, // BGFX_BUFFER_COMPUTE_FORMAT_8X1
  3673. { { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_8X2
  3674. { { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_8X4
  3675. { { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_FLOAT }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_16X1
  3676. { { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_16X2
  3677. { { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_16X4
  3678. { { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_32X1
  3679. { { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_32X2
  3680. { { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_FLOAT }, 16 }, // BGFX_BUFFER_COMPUTE_FORMAT_32X4
  3681. };
  3682. void BufferD3D12::create(uint32_t _size, void* _data, uint16_t _flags, bool _vertex, uint32_t _stride)
  3683. {
  3684. m_size = _size;
  3685. m_flags = _flags;
  3686. const bool needUav = 0 != (_flags & (BGFX_BUFFER_COMPUTE_WRITE|BGFX_BUFFER_DRAW_INDIRECT) );
  3687. const bool drawIndirect = 0 != (_flags & BGFX_BUFFER_DRAW_INDIRECT);
  3688. m_dynamic = NULL == _data || needUav;
  3689. DXGI_FORMAT format;
  3690. uint32_t stride;
  3691. uint32_t flags = needUav
  3692. ? D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS
  3693. : D3D12_RESOURCE_FLAG_NONE
  3694. ;
  3695. if (drawIndirect)
  3696. {
  3697. #if BX_PLATFORM_XBOXONE
  3698. flags |= D3D12XBOX_RESOURCE_FLAG_ALLOW_INDIRECT_BUFFER;
  3699. #endif // BX_PLATFORM_XBOXONE
  3700. format = DXGI_FORMAT_R32G32B32A32_UINT;
  3701. stride = 16;
  3702. }
  3703. else
  3704. {
  3705. uint32_t uavFormat = (_flags & BGFX_BUFFER_COMPUTE_FORMAT_MASK) >> BGFX_BUFFER_COMPUTE_FORMAT_SHIFT;
  3706. if (0 == uavFormat)
  3707. {
  3708. if (_vertex)
  3709. {
  3710. format = DXGI_FORMAT_R32G32B32A32_FLOAT;
  3711. stride = 16;
  3712. }
  3713. else
  3714. {
  3715. if (0 == (_flags & BGFX_BUFFER_INDEX32) )
  3716. {
  3717. format = DXGI_FORMAT_R16_UINT;
  3718. stride = 2;
  3719. }
  3720. else
  3721. {
  3722. format = DXGI_FORMAT_R32_UINT;
  3723. stride = 4;
  3724. }
  3725. }
  3726. }
  3727. else
  3728. {
  3729. const uint32_t uavType = bx::uint32_satsub( (_flags & BGFX_BUFFER_COMPUTE_TYPE_MASK) >> BGFX_BUFFER_COMPUTE_TYPE_SHIFT, 1);
  3730. format = s_uavFormat[uavFormat].format[uavType];
  3731. stride = s_uavFormat[uavFormat].stride;
  3732. }
  3733. }
  3734. stride = 0 == _stride ? stride : _stride;
  3735. m_srvd.Format = format;
  3736. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
  3737. m_srvd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  3738. m_srvd.Buffer.FirstElement = 0;
  3739. m_srvd.Buffer.NumElements = m_size / stride;
  3740. m_srvd.Buffer.StructureByteStride = 0;
  3741. m_srvd.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_NONE;
  3742. m_uavd.Format = format;
  3743. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
  3744. m_uavd.Buffer.FirstElement = 0;
  3745. m_uavd.Buffer.NumElements = m_size / stride;
  3746. m_uavd.Buffer.StructureByteStride = 0;
  3747. m_uavd.Buffer.CounterOffsetInBytes = 0;
  3748. m_uavd.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_NONE;
  3749. ID3D12Device* device = s_renderD3D12->m_device;
  3750. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  3751. m_ptr = createCommittedResource(device, HeapProperty::Default, _size, D3D12_RESOURCE_FLAGS(flags) );
  3752. m_gpuVA = m_ptr->GetGPUVirtualAddress();
  3753. setState(commandList, drawIndirect
  3754. ? D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT
  3755. : D3D12_RESOURCE_STATE_GENERIC_READ
  3756. );
  3757. if (!m_dynamic)
  3758. {
  3759. update(commandList, 0, _size, _data);
  3760. }
  3761. }
  3762. void BufferD3D12::update(ID3D12GraphicsCommandList* _commandList, uint32_t _offset, uint32_t _size, void* _data, bool /*_discard*/)
  3763. {
  3764. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, _size);
  3765. uint8_t* data;
  3766. D3D12_RANGE readRange = { 0, 0 };
  3767. DX_CHECK(staging->Map(0, &readRange, (void**)&data) );
  3768. bx::memCopy(data, _data, _size);
  3769. D3D12_RANGE writeRange = { 0, _size };
  3770. staging->Unmap(0, &writeRange);
  3771. D3D12_RESOURCE_STATES state = setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  3772. _commandList->CopyBufferRegion(m_ptr, _offset, staging, 0, _size);
  3773. setState(_commandList, state);
  3774. s_renderD3D12->m_cmd.release(staging);
  3775. }
  3776. void BufferD3D12::destroy()
  3777. {
  3778. if (NULL != m_ptr)
  3779. {
  3780. s_renderD3D12->m_cmd.release(m_ptr);
  3781. m_dynamic = false;
  3782. m_state = D3D12_RESOURCE_STATE_COMMON;
  3783. }
  3784. }
  3785. D3D12_RESOURCE_STATES BufferD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
  3786. {
  3787. if (m_state != _state)
  3788. {
  3789. setResourceBarrier(_commandList
  3790. , m_ptr
  3791. , m_state
  3792. , _state
  3793. );
  3794. bx::swap(m_state, _state);
  3795. }
  3796. return _state;
  3797. }
  3798. void VertexBufferD3D12::create(uint32_t _size, void* _data, VertexLayoutHandle _layoutHandle, uint16_t _flags)
  3799. {
  3800. BufferD3D12::create(_size, _data, _flags, true);
  3801. m_layoutHandle = _layoutHandle;
  3802. }
  3803. void ShaderD3D12::create(const Memory* _mem)
  3804. {
  3805. bx::MemoryReader reader(_mem->data, _mem->size);
  3806. bx::ErrorAssert err;
  3807. uint32_t magic;
  3808. bx::read(&reader, magic, &err);
  3809. const bool fragment = isShaderType(magic, 'F');
  3810. uint32_t hashIn;
  3811. bx::read(&reader, hashIn, &err);
  3812. uint32_t hashOut;
  3813. if (isShaderVerLess(magic, 6) )
  3814. {
  3815. hashOut = hashIn;
  3816. }
  3817. else
  3818. {
  3819. bx::read(&reader, hashOut, &err);
  3820. }
  3821. uint16_t count;
  3822. bx::read(&reader, count, &err);
  3823. m_numPredefined = 0;
  3824. m_numUniforms = count;
  3825. BX_TRACE("%s Shader consts %d"
  3826. , getShaderTypeName(magic)
  3827. , count
  3828. );
  3829. uint8_t fragmentBit = fragment ? kUniformFragmentBit : 0;
  3830. if (0 < count)
  3831. {
  3832. for (uint32_t ii = 0; ii < count; ++ii)
  3833. {
  3834. uint8_t nameSize = 0;
  3835. bx::read(&reader, nameSize, &err);
  3836. char name[256] = {};
  3837. bx::read(&reader, &name, nameSize, &err);
  3838. name[nameSize] = '\0';
  3839. uint8_t type = 0;
  3840. bx::read(&reader, type, &err);
  3841. uint8_t num = 0;
  3842. bx::read(&reader, num, &err);
  3843. uint16_t regIndex = 0;
  3844. bx::read(&reader, regIndex, &err);
  3845. uint16_t regCount = 0;
  3846. bx::read(&reader, regCount, &err);
  3847. if (!isShaderVerLess(magic, 8) )
  3848. {
  3849. uint16_t texInfo = 0;
  3850. bx::read(&reader, texInfo, &err);
  3851. }
  3852. if (!isShaderVerLess(magic, 10) )
  3853. {
  3854. uint16_t texFormat = 0;
  3855. bx::read(&reader, texFormat, &err);
  3856. }
  3857. const char* kind = "invalid";
  3858. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  3859. if (PredefinedUniform::Count != predefined)
  3860. {
  3861. kind = "predefined";
  3862. m_predefined[m_numPredefined].m_loc = regIndex;
  3863. m_predefined[m_numPredefined].m_count = regCount;
  3864. m_predefined[m_numPredefined].m_type = uint8_t(predefined|fragmentBit);
  3865. m_numPredefined++;
  3866. }
  3867. else if (0 == (kUniformSamplerBit & type) )
  3868. {
  3869. const UniformRegInfo* info = s_renderD3D12->m_uniformReg.find(name);
  3870. BX_WARN(NULL != info, "User defined uniform '%s' is not found, it won't be set.", name);
  3871. if (NULL != info)
  3872. {
  3873. if (NULL == m_constantBuffer)
  3874. {
  3875. m_constantBuffer = UniformBuffer::create(1024);
  3876. }
  3877. kind = "user";
  3878. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  3879. }
  3880. }
  3881. else
  3882. {
  3883. kind = "sampler";
  3884. }
  3885. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  3886. , kind
  3887. , name
  3888. , getUniformTypeName(UniformType::Enum(type&~kUniformMask) )
  3889. , num
  3890. , regIndex
  3891. , regCount
  3892. );
  3893. BX_UNUSED(kind);
  3894. }
  3895. if (NULL != m_constantBuffer)
  3896. {
  3897. m_constantBuffer->finish();
  3898. }
  3899. }
  3900. uint32_t shaderSize;
  3901. bx::read(&reader, shaderSize, &err);
  3902. const void* code = reader.getDataPtr();
  3903. bx::skip(&reader, shaderSize+1);
  3904. m_code = copy(code, shaderSize);
  3905. uint8_t numAttrs = 0;
  3906. bx::read(&reader, numAttrs, &err);
  3907. bx::memSet(m_attrMask, 0, sizeof(m_attrMask) );
  3908. for (uint32_t ii = 0; ii < numAttrs; ++ii)
  3909. {
  3910. uint16_t id;
  3911. bx::read(&reader, id, &err);
  3912. Attrib::Enum attr = idToAttrib(id);
  3913. if (Attrib::Count != attr)
  3914. {
  3915. m_attrMask[attr] = UINT16_MAX;
  3916. }
  3917. }
  3918. bx::HashMurmur2A murmur;
  3919. murmur.begin();
  3920. murmur.add(hashIn);
  3921. murmur.add(hashOut);
  3922. murmur.add(code, shaderSize);
  3923. murmur.add(numAttrs);
  3924. murmur.add(m_attrMask, numAttrs);
  3925. m_hash = murmur.end();
  3926. bx::read(&reader, m_size, &err);
  3927. }
  3928. void* TextureD3D12::create(const Memory* _mem, uint64_t _flags, uint8_t _skip)
  3929. {
  3930. bimg::ImageContainer imageContainer;
  3931. if (bimg::imageParse(imageContainer, _mem->data, _mem->size) )
  3932. {
  3933. const bimg::ImageBlockInfo& blockInfo = bimg::getBlockInfo(imageContainer.m_format);
  3934. const uint8_t startLod = bx::min<uint8_t>(_skip, imageContainer.m_numMips-1);
  3935. bimg::TextureInfo ti;
  3936. bimg::imageGetSize(
  3937. &ti
  3938. , uint16_t(imageContainer.m_width >>startLod)
  3939. , uint16_t(imageContainer.m_height>>startLod)
  3940. , uint16_t(imageContainer.m_depth >>startLod)
  3941. , imageContainer.m_cubeMap
  3942. , 1 < imageContainer.m_numMips
  3943. , imageContainer.m_numLayers
  3944. , imageContainer.m_format
  3945. );
  3946. ti.numMips = bx::min<uint8_t>(imageContainer.m_numMips-startLod, ti.numMips);
  3947. m_flags = _flags;
  3948. m_width = ti.width;
  3949. m_height = ti.height;
  3950. m_depth = ti.depth;
  3951. m_numLayers = ti.numLayers;
  3952. m_requestedFormat = uint8_t(imageContainer.m_format);
  3953. m_textureFormat = uint8_t(getViableTextureFormat(imageContainer) );
  3954. const bool convert = m_textureFormat != m_requestedFormat;
  3955. const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
  3956. if (imageContainer.m_cubeMap)
  3957. {
  3958. m_type = TextureCube;
  3959. }
  3960. else if (imageContainer.m_depth > 1)
  3961. {
  3962. m_type = Texture3D;
  3963. }
  3964. else
  3965. {
  3966. m_type = Texture2D;
  3967. }
  3968. m_numMips = ti.numMips;
  3969. const uint16_t numSides = ti.numLayers * (imageContainer.m_cubeMap ? 6 : 1);
  3970. const uint32_t numSrd = numSides * ti.numMips;
  3971. D3D12_SUBRESOURCE_DATA* srd = (D3D12_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D12_SUBRESOURCE_DATA) );
  3972. uint32_t kk = 0;
  3973. const bool compressed = bimg::isCompressed(bimg::TextureFormat::Enum(m_textureFormat) );
  3974. const bool swizzle = TextureFormat::BGRA8 == m_textureFormat && 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3975. const bool writeOnly = 0 != (m_flags&BGFX_TEXTURE_RT_WRITE_ONLY);
  3976. const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3977. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  3978. const bool blit = 0 != (m_flags&BGFX_TEXTURE_BLIT_DST);
  3979. const uint32_t msaaQuality = bx::uint32_satsub((m_flags & BGFX_TEXTURE_RT_MSAA_MASK) >> BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  3980. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  3981. const bool needResolve = true
  3982. && 1 < msaa.Count
  3983. && 0 == (m_flags & BGFX_TEXTURE_MSAA_SAMPLE)
  3984. && !writeOnly
  3985. ;
  3986. BX_TRACE("Texture %3d: %s (requested: %s), %dx%d%s RT[%c], BO[%c], CW[%c]%s."
  3987. , this - s_renderD3D12->m_textures
  3988. , getName( (TextureFormat::Enum)m_textureFormat)
  3989. , getName( (TextureFormat::Enum)m_requestedFormat)
  3990. , ti.width
  3991. , ti.height
  3992. , imageContainer.m_cubeMap ? "x6" : ""
  3993. , renderTarget ? 'x' : ' '
  3994. , writeOnly ? 'x' : ' '
  3995. , computeWrite ? 'x' : ' '
  3996. , swizzle ? " (swizzle BGRA8 -> RGBA8)" : ""
  3997. );
  3998. for (uint8_t side = 0; side < numSides; ++side)
  3999. {
  4000. for (uint8_t lod = 0; lod < ti.numMips; ++lod)
  4001. {
  4002. bimg::ImageMip mip;
  4003. if (bimg::imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  4004. {
  4005. if (convert)
  4006. {
  4007. const uint32_t pitch = bx::strideAlign(bx::max<uint32_t>(mip.m_width, 4)*bpp/8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  4008. const uint32_t slice = bx::strideAlign(bx::max<uint32_t>(mip.m_height, 4)*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  4009. const uint32_t size = slice*mip.m_depth;
  4010. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, size);
  4011. bimg::imageDecodeToBgra8(
  4012. g_allocator
  4013. , temp
  4014. , mip.m_data
  4015. , mip.m_width
  4016. , mip.m_height
  4017. , pitch
  4018. , mip.m_format
  4019. );
  4020. srd[kk].pData = temp;
  4021. srd[kk].RowPitch = pitch;
  4022. srd[kk].SlicePitch = slice;
  4023. }
  4024. else if (compressed)
  4025. {
  4026. const uint32_t pitch = bx::strideAlign( (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  4027. const uint32_t slice = bx::strideAlign( (mip.m_height/blockInfo.blockHeight)*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  4028. const uint32_t size = slice*mip.m_depth;
  4029. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, size);
  4030. bimg::imageCopy(temp
  4031. , mip.m_height/blockInfo.blockHeight
  4032. , (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize
  4033. , mip.m_depth
  4034. , mip.m_data
  4035. , pitch
  4036. );
  4037. srd[kk].pData = temp;
  4038. srd[kk].RowPitch = pitch;
  4039. srd[kk].SlicePitch = slice;
  4040. }
  4041. else
  4042. {
  4043. const uint32_t pitch = bx::strideAlign(mip.m_width*mip.m_bpp / 8, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
  4044. const uint32_t slice = bx::strideAlign(mip.m_height*pitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
  4045. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, slice*mip.m_depth);
  4046. bimg::imageCopy(temp
  4047. , mip.m_height
  4048. , mip.m_width*mip.m_bpp/8
  4049. , mip.m_depth
  4050. , mip.m_data
  4051. , pitch
  4052. );
  4053. srd[kk].pData = temp;
  4054. srd[kk].RowPitch = pitch;
  4055. srd[kk].SlicePitch = slice;
  4056. }
  4057. ++kk;
  4058. }
  4059. }
  4060. }
  4061. bx::memSet(&m_srvd, 0, sizeof(m_srvd) );
  4062. m_srvd.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  4063. m_srvd.Format = (m_flags & BGFX_TEXTURE_SRGB) ? s_textureFormat[m_textureFormat].m_fmtSrgb : s_textureFormat[m_textureFormat].m_fmtSrv;
  4064. m_uavd.Format = s_textureFormat[m_textureFormat].m_fmtSrv;
  4065. DXGI_FORMAT format = s_textureFormat[m_textureFormat].m_fmt;
  4066. if (swizzle)
  4067. {
  4068. format = DXGI_FORMAT_R8G8B8A8_UNORM;
  4069. m_srvd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  4070. m_uavd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  4071. }
  4072. ID3D12Device* device = s_renderD3D12->m_device;
  4073. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  4074. D3D12_RESOURCE_DESC resourceDesc;
  4075. resourceDesc.Alignment = 1 < msaa.Count ? D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT : 0;
  4076. resourceDesc.Width = ti.width;
  4077. resourceDesc.Height = ti.height;
  4078. resourceDesc.MipLevels = ti.numMips;
  4079. resourceDesc.Format = format;
  4080. resourceDesc.SampleDesc = msaa;
  4081. resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  4082. resourceDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
  4083. resourceDesc.DepthOrArraySize = numSides;
  4084. D3D12_RESOURCE_STATES state = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  4085. D3D12_CLEAR_VALUE* clearValue = NULL;
  4086. if (bimg::isDepth(bimg::TextureFormat::Enum(m_textureFormat) ) )
  4087. {
  4088. resourceDesc.Format = s_textureFormat[m_textureFormat].m_fmt;
  4089. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
  4090. state |= D3D12_RESOURCE_STATE_DEPTH_WRITE;
  4091. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  4092. clearValue = (D3D12_CLEAR_VALUE*)alloca(sizeof(D3D12_CLEAR_VALUE) );
  4093. clearValue->Format = s_textureFormat[m_textureFormat].m_fmtDsv;
  4094. clearValue->DepthStencil.Depth = 1.0f;
  4095. clearValue->DepthStencil.Stencil = 0;
  4096. }
  4097. else if (renderTarget)
  4098. {
  4099. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
  4100. state |= D3D12_RESOURCE_STATE_RENDER_TARGET;
  4101. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  4102. clearValue = (D3D12_CLEAR_VALUE*)alloca(sizeof(D3D12_CLEAR_VALUE) );
  4103. clearValue->Format = resourceDesc.Format;
  4104. clearValue->Color[0] = 0.0f;
  4105. clearValue->Color[1] = 0.0f;
  4106. clearValue->Color[2] = 0.0f;
  4107. clearValue->Color[3] = 0.0f;
  4108. }
  4109. if (writeOnly)
  4110. {
  4111. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE;
  4112. state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  4113. }
  4114. if (computeWrite)
  4115. {
  4116. resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
  4117. }
  4118. if (blit)
  4119. {
  4120. state = D3D12_RESOURCE_STATE_COPY_DEST;
  4121. }
  4122. const bool directAccess = s_renderD3D12->m_directAccessSupport
  4123. && !renderTarget
  4124. // && !readBack
  4125. && !blit
  4126. && !writeOnly
  4127. ;
  4128. switch (m_type)
  4129. {
  4130. case Texture2D:
  4131. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  4132. if (1 < ti.numLayers)
  4133. {
  4134. if (1 < msaa.Count && !needResolve)
  4135. {
  4136. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY;
  4137. m_srvd.Texture2DMSArray.FirstArraySlice = 0;
  4138. m_srvd.Texture2DMSArray.ArraySize = ti.numLayers;
  4139. }
  4140. else
  4141. {
  4142. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DARRAY;
  4143. m_srvd.Texture2DArray.MostDetailedMip = 0;
  4144. m_srvd.Texture2DArray.MipLevels = ti.numMips;
  4145. m_srvd.Texture2DArray.FirstArraySlice = 0;
  4146. m_srvd.Texture2DArray.ArraySize = ti.numLayers;
  4147. m_srvd.Texture2DArray.PlaneSlice = 0;
  4148. m_srvd.Texture2DArray.ResourceMinLODClamp = 0.0f;
  4149. }
  4150. }
  4151. else
  4152. {
  4153. if (1 < msaa.Count && !needResolve)
  4154. {
  4155. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DMS;
  4156. }
  4157. else
  4158. {
  4159. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
  4160. m_srvd.Texture2D.MostDetailedMip = 0;
  4161. m_srvd.Texture2D.MipLevels = ti.numMips;
  4162. m_srvd.Texture2D.PlaneSlice = 0;
  4163. m_srvd.Texture2D.ResourceMinLODClamp = 0.0f;
  4164. }
  4165. }
  4166. if (1 < ti.numLayers)
  4167. {
  4168. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY;
  4169. m_uavd.Texture2DArray.MipSlice = 0;
  4170. m_uavd.Texture2DArray.FirstArraySlice = 0;
  4171. m_uavd.Texture2DArray.ArraySize = ti.numLayers;
  4172. m_uavd.Texture2DArray.PlaneSlice = 0;
  4173. }
  4174. else
  4175. {
  4176. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
  4177. m_uavd.Texture2D.MipSlice = 0;
  4178. m_uavd.Texture2D.PlaneSlice = 0;
  4179. }
  4180. break;
  4181. case Texture3D:
  4182. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE3D;
  4183. resourceDesc.DepthOrArraySize = uint16_t(m_depth);
  4184. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE3D;
  4185. m_srvd.Texture3D.MostDetailedMip = 0;
  4186. m_srvd.Texture3D.MipLevels = ti.numMips;
  4187. m_srvd.Texture3D.ResourceMinLODClamp = 0.0f;
  4188. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE3D;
  4189. m_uavd.Texture3D.MipSlice = 0;
  4190. m_uavd.Texture3D.FirstWSlice = 0;
  4191. m_uavd.Texture3D.WSize = m_depth;
  4192. break;
  4193. case TextureCube:
  4194. resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  4195. if (1 < ti.numLayers)
  4196. {
  4197. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBEARRAY;
  4198. m_srvd.TextureCubeArray.MostDetailedMip = 0;
  4199. m_srvd.TextureCubeArray.MipLevels = ti.numMips;
  4200. m_srvd.TextureCubeArray.ResourceMinLODClamp = 0.0f;
  4201. m_srvd.TextureCubeArray.NumCubes = ti.numLayers;
  4202. }
  4203. else
  4204. {
  4205. m_srvd.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBE;
  4206. m_srvd.TextureCube.MostDetailedMip = 0;
  4207. m_srvd.TextureCube.MipLevels = ti.numMips;
  4208. m_srvd.TextureCube.ResourceMinLODClamp = 0.0f;
  4209. }
  4210. m_uavd.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY;
  4211. m_uavd.Texture2DArray.MipSlice = 0;
  4212. m_uavd.Texture2DArray.FirstArraySlice = 0;
  4213. m_uavd.Texture2DArray.ArraySize = 6;
  4214. m_uavd.Texture2DArray.PlaneSlice = 0;
  4215. break;
  4216. }
  4217. m_ptr = createCommittedResource(device, HeapProperty::Texture, &resourceDesc, clearValue, renderTarget);
  4218. if (directAccess)
  4219. {
  4220. DX_CHECK(m_ptr->Map(0, NULL, &m_directAccessPtr) );
  4221. }
  4222. if (kk != 0)
  4223. {
  4224. uint64_t uploadBufferSize;
  4225. device->GetCopyableFootprints(&resourceDesc, 0, numSrd, 0, NULL, NULL, NULL, &uploadBufferSize);
  4226. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, uint32_t(uploadBufferSize) );
  4227. setState(commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  4228. uint64_t result = UpdateSubresources(commandList
  4229. , m_ptr
  4230. , staging
  4231. , 0
  4232. , 0
  4233. , numSrd
  4234. , srd
  4235. );
  4236. BX_ASSERT(0 != result, "Invalid size"); BX_UNUSED(result);
  4237. BX_TRACE("Update subresource %" PRId64, result);
  4238. setState(commandList, state);
  4239. s_renderD3D12->m_cmd.release(staging);
  4240. }
  4241. else
  4242. {
  4243. setState(commandList, state);
  4244. }
  4245. if (0 != kk)
  4246. {
  4247. kk = 0;
  4248. for (uint8_t side = 0; side < numSides; ++side)
  4249. {
  4250. for (uint32_t lod = 0, num = ti.numMips; lod < num; ++lod)
  4251. {
  4252. BX_FREE(g_allocator, const_cast<void*>(srd[kk].pData) );
  4253. ++kk;
  4254. }
  4255. }
  4256. }
  4257. if (needResolve)
  4258. {
  4259. D3D12_RESOURCE_DESC rd = resourceDesc;
  4260. rd.Alignment = 0;
  4261. rd.SampleDesc = s_msaa[0];
  4262. rd.Flags &= ~(D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET | D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL);
  4263. m_singleMsaa = createCommittedResource(device, HeapProperty::Texture, &rd, NULL);
  4264. setResourceBarrier(commandList
  4265. , m_singleMsaa
  4266. , D3D12_RESOURCE_STATE_COMMON
  4267. , D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE
  4268. );
  4269. }
  4270. }
  4271. return m_directAccessPtr;
  4272. }
  4273. void TextureD3D12::destroy()
  4274. {
  4275. if (NULL != m_ptr)
  4276. {
  4277. if (NULL != m_directAccessPtr)
  4278. {
  4279. D3D12_RANGE writeRange = { 0, 0 };
  4280. m_ptr->Unmap(0, &writeRange);
  4281. m_directAccessPtr = NULL;
  4282. }
  4283. if (0 == (m_flags & BGFX_SAMPLER_INTERNAL_SHARED))
  4284. {
  4285. s_renderD3D12->m_cmd.release(m_ptr);
  4286. m_ptr = NULL;
  4287. m_state = D3D12_RESOURCE_STATE_COMMON;
  4288. if (NULL != m_singleMsaa)
  4289. {
  4290. s_renderD3D12->m_cmd.release(m_singleMsaa);
  4291. m_singleMsaa = NULL;
  4292. }
  4293. }
  4294. }
  4295. }
  4296. void TextureD3D12::overrideInternal(uintptr_t _ptr)
  4297. {
  4298. destroy();
  4299. m_flags |= BGFX_SAMPLER_INTERNAL_SHARED;
  4300. m_ptr = (ID3D12Resource*)_ptr;
  4301. }
  4302. void TextureD3D12::update(ID3D12GraphicsCommandList* _commandList, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  4303. {
  4304. D3D12_RESOURCE_STATES state = setState(_commandList, D3D12_RESOURCE_STATE_COPY_DEST);
  4305. const uint32_t subres = _mip + (_side * m_numMips);
  4306. const uint32_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
  4307. uint32_t rectpitch = _rect.m_width*bpp/8;
  4308. if (bimg::isCompressed(bimg::TextureFormat::Enum(m_textureFormat)))
  4309. {
  4310. const bimg::ImageBlockInfo& blockInfo = bimg::getBlockInfo(bimg::TextureFormat::Enum(m_textureFormat));
  4311. rectpitch = (_rect.m_width / blockInfo.blockWidth) * blockInfo.blockSize;
  4312. }
  4313. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  4314. const uint32_t slicepitch = rectpitch*_rect.m_height;
  4315. const bool convert = m_textureFormat != m_requestedFormat;
  4316. D3D12_BOX box;
  4317. box.left = 0;
  4318. box.top = 0;
  4319. box.right = box.left + _rect.m_width;
  4320. box.bottom = box.top + _rect.m_height;
  4321. uint32_t layer = 0;
  4322. if (TextureD3D12::Texture3D == m_type)
  4323. {
  4324. box.front = _z;
  4325. box.back = box.front + _depth;
  4326. }
  4327. else
  4328. {
  4329. layer = _z * (TextureD3D12::TextureCube == m_type ? 6 : 1);
  4330. box.front = 0;
  4331. box.back = 1;
  4332. }
  4333. uint8_t* srcData = _mem->data;
  4334. uint8_t* temp = NULL;
  4335. if (convert)
  4336. {
  4337. temp = (uint8_t*)BX_ALLOC(g_allocator, slicepitch);
  4338. bimg::imageDecodeToBgra8(g_allocator, temp, srcData, _rect.m_width, _rect.m_height, srcpitch, bimg::TextureFormat::Enum(m_requestedFormat));
  4339. srcData = temp;
  4340. box.right = bx::max(1u, m_width >> _mip);
  4341. box.bottom = bx::max(1u, m_height >> _mip);
  4342. }
  4343. D3D12_RESOURCE_DESC desc = getResourceDesc(m_ptr);
  4344. desc.Width = _rect.m_width;
  4345. desc.Height = _rect.m_height;
  4346. uint32_t numRows;
  4347. uint64_t totalBytes;
  4348. D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
  4349. s_renderD3D12->m_device->GetCopyableFootprints(&desc
  4350. , 0
  4351. , 1
  4352. , 0
  4353. , &layout
  4354. , &numRows
  4355. , NULL
  4356. , &totalBytes
  4357. );
  4358. const uint32_t rowPitch = layout.Footprint.RowPitch;
  4359. ID3D12Resource* staging = createCommittedResource(s_renderD3D12->m_device, HeapProperty::Upload, totalBytes);
  4360. uint8_t* dstData;
  4361. D3D12_RANGE readRange = { 0, 0 };
  4362. DX_CHECK(staging->Map(0, &readRange, (void**)&dstData) );
  4363. for (uint32_t ii = 0, height = numRows; ii < height; ++ii)
  4364. {
  4365. bx::memCopy(&dstData[ii*rowPitch], &srcData[ii*srcpitch], srcpitch);
  4366. }
  4367. if (NULL != temp)
  4368. {
  4369. BX_FREE(g_allocator, temp);
  4370. }
  4371. D3D12_RANGE writeRange = { 0, numRows*rowPitch };
  4372. staging->Unmap(0, &writeRange);
  4373. D3D12_TEXTURE_COPY_LOCATION dst = { m_ptr, D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX, { } };
  4374. dst.SubresourceIndex = subres;
  4375. D3D12_TEXTURE_COPY_LOCATION src = { staging, D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT, { layout } };
  4376. _commandList->CopyTextureRegion(&dst, _rect.m_x, _rect.m_y, 0, &src, &box);
  4377. setState(_commandList, state);
  4378. s_renderD3D12->m_cmd.release(staging);
  4379. }
  4380. void TextureD3D12::resolve(ID3D12GraphicsCommandList* _commandList, uint8_t _resolve, uint32_t _layer, uint32_t _numLayers, uint32_t _mip)
  4381. {
  4382. BX_UNUSED(_resolve);
  4383. bool needResolve = NULL != m_singleMsaa;
  4384. if (needResolve)
  4385. {
  4386. D3D12_RESOURCE_STATES state = setState(_commandList, D3D12_RESOURCE_STATE_RESOLVE_SOURCE);
  4387. setResourceBarrier(_commandList
  4388. , m_singleMsaa
  4389. , D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE
  4390. , D3D12_RESOURCE_STATE_RESOLVE_DEST
  4391. );
  4392. for (uint32_t ii = _layer; ii < _numLayers; ++ii)
  4393. {
  4394. const UINT resource = _mip + (ii * m_numMips);
  4395. _commandList->ResolveSubresource(m_singleMsaa
  4396. , resource
  4397. , m_ptr
  4398. , resource
  4399. , s_textureFormat[m_textureFormat].m_fmt
  4400. );
  4401. }
  4402. setResourceBarrier(_commandList
  4403. , m_singleMsaa
  4404. , D3D12_RESOURCE_STATE_RESOLVE_DEST
  4405. , D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE
  4406. );
  4407. setState(_commandList, state);
  4408. }
  4409. }
  4410. D3D12_RESOURCE_STATES TextureD3D12::setState(ID3D12GraphicsCommandList* _commandList, D3D12_RESOURCE_STATES _state)
  4411. {
  4412. if (m_state != _state)
  4413. {
  4414. setResourceBarrier(_commandList
  4415. , m_ptr
  4416. , m_state
  4417. , _state
  4418. );
  4419. bx::swap(m_state, _state);
  4420. }
  4421. return _state;
  4422. }
  4423. void FrameBufferD3D12::create(uint8_t _num, const Attachment* _attachment)
  4424. {
  4425. m_denseIdx = UINT16_MAX;
  4426. m_numTh = _num;
  4427. bx::memCopy(m_attachment, _attachment, _num*sizeof(Attachment) );
  4428. postReset();
  4429. }
  4430. void FrameBufferD3D12::create(uint16_t _denseIdx, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _format, TextureFormat::Enum _depthFormat)
  4431. {
  4432. BX_UNUSED(_nwh, _width, _height, _depthFormat);
  4433. #if BX_PLATFORM_WINDOWS
  4434. SwapChainDesc scd;
  4435. bx::memCopy(&scd, &s_renderD3D12->m_scd, sizeof(SwapChainDesc) );
  4436. scd.format = TextureFormat::Count == _format ? scd.format : s_textureFormat[_format].m_fmt;
  4437. scd.width = _width;
  4438. scd.height = _height;
  4439. scd.nwh = _nwh;
  4440. scd.sampleDesc = s_msaa[0];
  4441. HRESULT hr;
  4442. hr = s_renderD3D12->m_dxgi.createSwapChain(
  4443. s_renderD3D12->getDeviceForSwapChain()
  4444. , scd
  4445. , &m_swapChain
  4446. );
  4447. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Failed to create swap chain.");
  4448. m_state = D3D12_RESOURCE_STATE_PRESENT;
  4449. DX_CHECK(s_renderD3D12->m_dxgi.m_factory->MakeWindowAssociation(
  4450. (HWND)_nwh
  4451. , 0
  4452. | DXGI_MWA_NO_WINDOW_CHANGES
  4453. | DXGI_MWA_NO_ALT_ENTER
  4454. ) );
  4455. ID3D12Device* device = s_renderD3D12->m_device;
  4456. FrameBufferHandle fbh = { uint16_t(this - s_renderD3D12->m_frameBuffers) };
  4457. for (uint32_t ii = 0, num = scd.bufferCount; ii < num; ++ii)
  4458. {
  4459. D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = s_renderD3D12->getRtv(fbh, uint8_t(ii) );
  4460. ID3D12Resource* colorBuffer;
  4461. DX_CHECK(m_swapChain->GetBuffer(ii
  4462. , IID_ID3D12Resource
  4463. , (void**)&colorBuffer
  4464. ) );
  4465. device->CreateRenderTargetView(colorBuffer, NULL, rtvHandle);
  4466. DX_RELEASE(colorBuffer, 0);
  4467. }
  4468. #endif // BX_PLATFORM_WINDOWS
  4469. m_nwh = _nwh;
  4470. m_denseIdx = _denseIdx;
  4471. m_num = 1;
  4472. }
  4473. uint16_t FrameBufferD3D12::destroy()
  4474. {
  4475. DX_RELEASE(m_swapChain, 0);
  4476. m_nwh = NULL;
  4477. m_numTh = 0;
  4478. m_needPresent = false;
  4479. m_depth.idx = bgfx::kInvalidHandle;
  4480. uint16_t denseIdx = m_denseIdx;
  4481. m_denseIdx = UINT16_MAX;
  4482. return denseIdx;
  4483. }
  4484. HRESULT FrameBufferD3D12::present(uint32_t _syncInterval, uint32_t _flags)
  4485. {
  4486. if (m_needPresent)
  4487. {
  4488. HRESULT hr = m_swapChain->Present(_syncInterval, _flags);
  4489. hr = !isLost(hr) ? S_OK : hr;
  4490. m_needPresent = false;
  4491. return hr;
  4492. }
  4493. return S_OK;
  4494. }
  4495. void FrameBufferD3D12::preReset()
  4496. {
  4497. }
  4498. void FrameBufferD3D12::postReset()
  4499. {
  4500. if (m_numTh != 0)
  4501. {
  4502. ID3D12Device* device = s_renderD3D12->m_device;
  4503. D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = getCPUHandleHeapStart(s_renderD3D12->m_rtvDescriptorHeap);
  4504. uint32_t rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  4505. uint32_t fbhIdx = (uint32_t)(this - s_renderD3D12->m_frameBuffers);
  4506. rtvDescriptor.ptr += (BX_COUNTOF(s_renderD3D12->m_backBufferColor) + fbhIdx * BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) * rtvDescriptorSize;
  4507. m_width = 0;
  4508. m_height = 0;
  4509. m_depth.idx = bgfx::kInvalidHandle;
  4510. m_num = 0;
  4511. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  4512. {
  4513. const Attachment& at = m_attachment[ii];
  4514. if (isValid(at.handle) )
  4515. {
  4516. const TextureD3D12& texture = s_renderD3D12->m_textures[at.handle.idx];
  4517. if (0 == m_width)
  4518. {
  4519. D3D12_RESOURCE_DESC desc = getResourceDesc(texture.m_ptr);
  4520. m_width = uint32_t(desc.Width);
  4521. m_height = uint32_t(desc.Height);
  4522. }
  4523. const uint32_t msaaQuality = bx::uint32_satsub((texture.m_flags & BGFX_TEXTURE_RT_MSAA_MASK) >> BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  4524. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  4525. if (bimg::isDepth(bimg::TextureFormat::Enum(texture.m_textureFormat) ) )
  4526. {
  4527. BX_ASSERT(!isValid(m_depth), "");
  4528. m_depth = at.handle;
  4529. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = getCPUHandleHeapStart(s_renderD3D12->m_dsvDescriptorHeap);
  4530. uint32_t dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  4531. dsvDescriptor.ptr += (1 + fbhIdx) * dsvDescriptorSize;
  4532. const bimg::ImageBlockInfo& blockInfo = bimg::getBlockInfo(bimg::TextureFormat::Enum(texture.m_textureFormat) );
  4533. BX_UNUSED(blockInfo);
  4534. D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  4535. bx::memSet(&dsvDesc, 0, sizeof(dsvDesc) );
  4536. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  4537. dsvDesc.Flags = D3D12_DSV_FLAG_NONE
  4538. // | (blockInfo.depthBits > 0 ? D3D12_DSV_FLAG_READ_ONLY_DEPTH : D3D12_DSV_FLAG_NONE)
  4539. // | (blockInfo.stencilBits > 0 ? D3D12_DSV_FLAG_READ_ONLY_STENCIL : D3D12_DSV_FLAG_NONE)
  4540. ;
  4541. switch (texture.m_type)
  4542. {
  4543. default:
  4544. case TextureD3D12::Texture2D:
  4545. if (1 < msaa.Count)
  4546. {
  4547. if (1 < texture.m_numLayers)
  4548. {
  4549. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DMSARRAY;
  4550. dsvDesc.Texture2DMSArray.FirstArraySlice = at.layer;
  4551. dsvDesc.Texture2DMSArray.ArraySize = at.numLayers;
  4552. }
  4553. else
  4554. {
  4555. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DMS;
  4556. }
  4557. }
  4558. else
  4559. {
  4560. if (1 < texture.m_numLayers)
  4561. {
  4562. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DARRAY;
  4563. dsvDesc.Texture2DArray.FirstArraySlice = at.layer;
  4564. dsvDesc.Texture2DArray.ArraySize = at.numLayers;
  4565. dsvDesc.Texture2DArray.MipSlice = at.mip;
  4566. }
  4567. else
  4568. {
  4569. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
  4570. dsvDesc.Texture2D.MipSlice = at.mip;
  4571. }
  4572. }
  4573. break;
  4574. case TextureD3D12::TextureCube:
  4575. if (1 < msaa.Count)
  4576. {
  4577. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DMSARRAY;
  4578. dsvDesc.Texture2DMSArray.FirstArraySlice = at.layer;
  4579. dsvDesc.Texture2DMSArray.ArraySize = at.numLayers;
  4580. }
  4581. else
  4582. {
  4583. dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DARRAY;
  4584. dsvDesc.Texture2DArray.FirstArraySlice = at.layer;
  4585. dsvDesc.Texture2DArray.ArraySize = at.numLayers;
  4586. dsvDesc.Texture2DArray.MipSlice = at.mip;
  4587. }
  4588. break;
  4589. }
  4590. device->CreateDepthStencilView(texture.m_ptr
  4591. , &dsvDesc
  4592. , dsvDescriptor
  4593. );
  4594. }
  4595. else if (Access::Write == at.access)
  4596. {
  4597. m_texture[m_num] = at.handle;
  4598. D3D12_CPU_DESCRIPTOR_HANDLE rtv = { rtvDescriptor.ptr + m_num * rtvDescriptorSize };
  4599. D3D12_RENDER_TARGET_VIEW_DESC desc;
  4600. desc.Format = texture.m_srvd.Format;
  4601. switch (texture.m_type)
  4602. {
  4603. default:
  4604. case TextureD3D12::Texture2D:
  4605. if (1 < msaa.Count)
  4606. {
  4607. if (1 < texture.m_numLayers)
  4608. {
  4609. desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMSARRAY;
  4610. desc.Texture2DMSArray.FirstArraySlice = at.layer;
  4611. desc.Texture2DMSArray.ArraySize = at.numLayers;
  4612. }
  4613. else
  4614. {
  4615. desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMS;
  4616. }
  4617. }
  4618. else
  4619. {
  4620. if (1 < texture.m_numLayers)
  4621. {
  4622. desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DARRAY;
  4623. desc.Texture2DArray.FirstArraySlice = at.layer;
  4624. desc.Texture2DArray.ArraySize = at.numLayers;
  4625. desc.Texture2DArray.MipSlice = at.mip;
  4626. desc.Texture2DArray.PlaneSlice = 0;
  4627. }
  4628. else
  4629. {
  4630. desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
  4631. desc.Texture2D.MipSlice = at.mip;
  4632. desc.Texture2D.PlaneSlice = 0;
  4633. }
  4634. }
  4635. break;
  4636. case TextureD3D12::TextureCube:
  4637. if (1 < msaa.Count)
  4638. {
  4639. desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMSARRAY;
  4640. desc.Texture2DMSArray.FirstArraySlice = at.layer;
  4641. desc.Texture2DMSArray.ArraySize = at.numLayers;
  4642. }
  4643. else
  4644. {
  4645. desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DARRAY;
  4646. desc.Texture2DArray.FirstArraySlice = at.layer;
  4647. desc.Texture2DArray.ArraySize = at.numLayers;
  4648. desc.Texture2DArray.MipSlice = at.mip;
  4649. desc.Texture2DArray.PlaneSlice = 0;
  4650. }
  4651. break;
  4652. case TextureD3D12::Texture3D:
  4653. desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE3D;
  4654. desc.Texture3D.MipSlice = at.mip;
  4655. desc.Texture3D.FirstWSlice = at.layer;
  4656. desc.Texture3D.WSize = at.numLayers;
  4657. break;
  4658. }
  4659. device->CreateRenderTargetView(texture.m_ptr
  4660. , &desc
  4661. , rtv
  4662. );
  4663. m_num++;
  4664. }
  4665. else
  4666. {
  4667. BX_ASSERT(false, "");
  4668. }
  4669. }
  4670. }
  4671. }
  4672. }
  4673. void FrameBufferD3D12::resolve()
  4674. {
  4675. if (0 < m_numTh)
  4676. {
  4677. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  4678. {
  4679. const Attachment& at = m_attachment[ii];
  4680. if (isValid(at.handle) )
  4681. {
  4682. TextureD3D12& texture = s_renderD3D12->m_textures[at.handle.idx];
  4683. texture.resolve(s_renderD3D12->m_commandList, at.resolve, at.layer, at.numLayers, at.mip);
  4684. }
  4685. }
  4686. }
  4687. }
  4688. void FrameBufferD3D12::clear(ID3D12GraphicsCommandList* _commandList, const Clear& _clear, const float _palette[][4], const D3D12_RECT* _rect, uint32_t _num)
  4689. {
  4690. ID3D12Device* device = s_renderD3D12->m_device;
  4691. FrameBufferHandle fbh = { (uint16_t)(this - s_renderD3D12->m_frameBuffers) };
  4692. D3D12_CPU_DESCRIPTOR_HANDLE rtv = s_renderD3D12->getRtv(fbh);
  4693. uint32_t rtvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  4694. if (BGFX_CLEAR_COLOR & _clear.m_flags
  4695. && 0 != m_num)
  4696. {
  4697. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  4698. {
  4699. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4700. {
  4701. uint8_t index = _clear.m_index[ii];
  4702. if (UINT8_MAX != index)
  4703. {
  4704. _commandList->ClearRenderTargetView(rtv
  4705. , _palette[index]
  4706. , _num
  4707. , _rect
  4708. );
  4709. rtv.ptr += rtvDescriptorSize;
  4710. }
  4711. }
  4712. }
  4713. else
  4714. {
  4715. float frgba[4] =
  4716. {
  4717. _clear.m_index[0]*1.0f/255.0f,
  4718. _clear.m_index[1]*1.0f/255.0f,
  4719. _clear.m_index[2]*1.0f/255.0f,
  4720. _clear.m_index[3]*1.0f/255.0f,
  4721. };
  4722. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4723. {
  4724. _commandList->ClearRenderTargetView(rtv
  4725. , frgba
  4726. , _num
  4727. , _rect
  4728. );
  4729. rtv.ptr += rtvDescriptorSize;
  4730. }
  4731. }
  4732. }
  4733. if (isValid(m_depth)
  4734. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  4735. {
  4736. D3D12_CPU_DESCRIPTOR_HANDLE dsvDescriptor = getCPUHandleHeapStart(s_renderD3D12->m_dsvDescriptorHeap);
  4737. uint32_t dsvDescriptorSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
  4738. dsvDescriptor.ptr += (1 + fbh.idx) * dsvDescriptorSize;
  4739. DWORD flags = 0;
  4740. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D12_CLEAR_FLAG_DEPTH : 0;
  4741. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D12_CLEAR_FLAG_STENCIL : 0;
  4742. _commandList->ClearDepthStencilView(dsvDescriptor
  4743. , D3D12_CLEAR_FLAGS(flags)
  4744. , _clear.m_depth
  4745. , _clear.m_stencil
  4746. , _num
  4747. , _rect
  4748. );
  4749. }
  4750. }
  4751. D3D12_RESOURCE_STATES FrameBufferD3D12::setState(ID3D12GraphicsCommandList* _commandList, uint8_t _idx, D3D12_RESOURCE_STATES _state)
  4752. {
  4753. if (m_state != _state)
  4754. {
  4755. ID3D12Resource* colorBuffer;
  4756. DX_CHECK(m_swapChain->GetBuffer(_idx
  4757. , IID_ID3D12Resource
  4758. , (void**)&colorBuffer
  4759. ) );
  4760. setResourceBarrier(_commandList
  4761. , colorBuffer
  4762. , m_state
  4763. , _state
  4764. );
  4765. DX_RELEASE(colorBuffer, 0);
  4766. bx::swap(m_state, _state);
  4767. }
  4768. return _state;
  4769. }
  4770. void TimerQueryD3D12::init()
  4771. {
  4772. D3D12_QUERY_HEAP_DESC queryHeapDesc;
  4773. queryHeapDesc.Count = m_control.m_size * 2;
  4774. queryHeapDesc.NodeMask = 1;
  4775. queryHeapDesc.Type = D3D12_QUERY_HEAP_TYPE_TIMESTAMP;
  4776. DX_CHECK(s_renderD3D12->m_device->CreateQueryHeap(&queryHeapDesc
  4777. , IID_ID3D12QueryHeap
  4778. , (void**)&m_queryHeap
  4779. ) );
  4780. const uint32_t size = queryHeapDesc.Count*sizeof(uint64_t);
  4781. m_readback = createCommittedResource(s_renderD3D12->m_device
  4782. , HeapProperty::ReadBack
  4783. , size
  4784. );
  4785. DX_CHECK(s_renderD3D12->m_cmd.m_commandQueue->GetTimestampFrequency(&m_frequency) );
  4786. D3D12_RANGE range = { 0, size };
  4787. m_readback->Map(0, &range, (void**)&m_queryResult);
  4788. for (uint32_t ii = 0; ii < BX_COUNTOF(m_result); ++ii)
  4789. {
  4790. Result& result = m_result[ii];
  4791. result.reset();
  4792. }
  4793. m_control.reset();
  4794. }
  4795. void TimerQueryD3D12::shutdown()
  4796. {
  4797. D3D12_RANGE range = { 0, 0 };
  4798. m_readback->Unmap(0, &range);
  4799. DX_RELEASE(m_queryHeap, 0);
  4800. DX_RELEASE(m_readback, 0);
  4801. }
  4802. uint32_t TimerQueryD3D12::begin(uint32_t _resultIdx)
  4803. {
  4804. while (0 == m_control.reserve(1) )
  4805. {
  4806. m_control.consume(1);
  4807. }
  4808. Result& result = m_result[_resultIdx];
  4809. ++result.m_pending;
  4810. const uint32_t idx = m_control.m_current;
  4811. Query& query = m_query[idx];
  4812. query.m_resultIdx = _resultIdx;
  4813. query.m_ready = false;
  4814. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  4815. uint32_t offset = idx * 2 + 0;
  4816. commandList->EndQuery(m_queryHeap
  4817. , D3D12_QUERY_TYPE_TIMESTAMP
  4818. , offset
  4819. );
  4820. m_control.commit(1);
  4821. return idx;
  4822. }
  4823. void TimerQueryD3D12::end(uint32_t _idx)
  4824. {
  4825. Query& query = m_query[_idx];
  4826. query.m_ready = true;
  4827. query.m_fence = s_renderD3D12->m_cmd.m_currentFence - 1;
  4828. uint32_t offset = _idx * 2;
  4829. ID3D12GraphicsCommandList* commandList = s_renderD3D12->m_commandList;
  4830. commandList->EndQuery(m_queryHeap
  4831. , D3D12_QUERY_TYPE_TIMESTAMP
  4832. , offset + 1
  4833. );
  4834. commandList->ResolveQueryData(m_queryHeap
  4835. , D3D12_QUERY_TYPE_TIMESTAMP
  4836. , offset
  4837. , 2
  4838. , m_readback
  4839. , offset * sizeof(uint64_t)
  4840. );
  4841. while (update() )
  4842. {
  4843. }
  4844. }
  4845. bool TimerQueryD3D12::update()
  4846. {
  4847. if (0 != m_control.available() )
  4848. {
  4849. uint32_t idx = m_control.m_read;
  4850. Query& query = m_query[idx];
  4851. if (!query.m_ready)
  4852. {
  4853. return false;
  4854. }
  4855. if (query.m_fence > s_renderD3D12->m_cmd.m_completedFence)
  4856. {
  4857. return false;
  4858. }
  4859. m_control.consume(1);
  4860. Result& result = m_result[query.m_resultIdx];
  4861. --result.m_pending;
  4862. uint32_t offset = idx * 2;
  4863. result.m_begin = m_queryResult[offset+0];
  4864. result.m_end = m_queryResult[offset+1];
  4865. return true;
  4866. }
  4867. return false;
  4868. }
  4869. void OcclusionQueryD3D12::init()
  4870. {
  4871. D3D12_QUERY_HEAP_DESC queryHeapDesc;
  4872. queryHeapDesc.Count = BX_COUNTOF(m_handle);
  4873. queryHeapDesc.NodeMask = 1;
  4874. queryHeapDesc.Type = D3D12_QUERY_HEAP_TYPE_OCCLUSION;
  4875. DX_CHECK(s_renderD3D12->m_device->CreateQueryHeap(&queryHeapDesc
  4876. , IID_ID3D12QueryHeap
  4877. , (void**)&m_queryHeap
  4878. ) );
  4879. const uint32_t size = BX_COUNTOF(m_handle)*sizeof(uint64_t);
  4880. m_readback = createCommittedResource(s_renderD3D12->m_device
  4881. , HeapProperty::ReadBack
  4882. , size
  4883. );
  4884. D3D12_RANGE range = { 0, size };
  4885. m_readback->Map(0, &range, (void**)&m_result);
  4886. }
  4887. void OcclusionQueryD3D12::shutdown()
  4888. {
  4889. D3D12_RANGE range = { 0, 0 };
  4890. m_readback->Unmap(0, &range);
  4891. DX_RELEASE(m_queryHeap, 0);
  4892. DX_RELEASE(m_readback, 0);
  4893. }
  4894. void OcclusionQueryD3D12::begin(ID3D12GraphicsCommandList* _commandList, Frame* _render, OcclusionQueryHandle _handle)
  4895. {
  4896. while (0 == m_control.reserve(1) )
  4897. {
  4898. OcclusionQueryHandle handle = m_handle[m_control.m_read];
  4899. if (isValid(handle) )
  4900. {
  4901. _render->m_occlusion[handle.idx] = int32_t(m_result[handle.idx]);
  4902. }
  4903. m_control.consume(1);
  4904. }
  4905. m_handle[m_control.m_current] = _handle;
  4906. _commandList->BeginQuery(m_queryHeap
  4907. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  4908. , _handle.idx
  4909. );
  4910. }
  4911. void OcclusionQueryD3D12::end(ID3D12GraphicsCommandList* _commandList)
  4912. {
  4913. OcclusionQueryHandle handle = m_handle[m_control.m_current];
  4914. _commandList->EndQuery(m_queryHeap
  4915. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  4916. , handle.idx
  4917. );
  4918. _commandList->ResolveQueryData(m_queryHeap
  4919. , D3D12_QUERY_TYPE_BINARY_OCCLUSION
  4920. , handle.idx
  4921. , 1
  4922. , m_readback
  4923. , handle.idx * sizeof(uint64_t)
  4924. );
  4925. m_control.commit(1);
  4926. }
  4927. void OcclusionQueryD3D12::invalidate(OcclusionQueryHandle _handle)
  4928. {
  4929. const uint32_t size = m_control.m_size;
  4930. for (uint32_t ii = 0, num = m_control.available(); ii < num; ++ii)
  4931. {
  4932. OcclusionQueryHandle& handle = m_handle[(m_control.m_read + ii) % size];
  4933. if (handle.idx == _handle.idx)
  4934. {
  4935. handle.idx = bgfx::kInvalidHandle;
  4936. }
  4937. }
  4938. }
  4939. struct Bind
  4940. {
  4941. D3D12_GPU_DESCRIPTOR_HANDLE m_srvHandle;
  4942. uint16_t m_samplerStateIdx;
  4943. };
  4944. void RendererContextD3D12::submitBlit(BlitState& _bs, uint16_t _view)
  4945. {
  4946. TextureHandle currentSrc = { kInvalidHandle };
  4947. D3D12_RESOURCE_STATES state = D3D12_RESOURCE_STATES(UINT32_MAX);
  4948. while (_bs.hasItem(_view) )
  4949. {
  4950. const BlitItem& blit = _bs.advance();
  4951. TextureD3D12& src = m_textures[blit.m_src.idx];
  4952. const TextureD3D12& dst = m_textures[blit.m_dst.idx];
  4953. if (currentSrc.idx != blit.m_src.idx)
  4954. {
  4955. if (D3D12_RESOURCE_STATES(UINT32_MAX) != state)
  4956. {
  4957. m_textures[currentSrc.idx].setState(m_commandList, state);
  4958. }
  4959. currentSrc = blit.m_src;
  4960. if (NULL != src.m_singleMsaa)
  4961. {
  4962. setResourceBarrier(m_commandList
  4963. , src.m_singleMsaa
  4964. , D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE
  4965. , D3D12_RESOURCE_STATE_COPY_SOURCE
  4966. );
  4967. }
  4968. state = src.setState(m_commandList, D3D12_RESOURCE_STATE_COPY_SOURCE);
  4969. }
  4970. if (TextureD3D12::Texture3D == src.m_type)
  4971. {
  4972. D3D12_BOX box;
  4973. box.left = blit.m_srcX;
  4974. box.top = blit.m_srcY;
  4975. box.front = blit.m_srcZ;
  4976. box.right = blit.m_srcX + blit.m_width;
  4977. box.bottom = blit.m_srcY + blit.m_height;
  4978. box.back = blit.m_srcZ + bx::uint32_imax(1, blit.m_depth);
  4979. D3D12_TEXTURE_COPY_LOCATION dstLocation;
  4980. dstLocation.pResource = dst.m_ptr;
  4981. dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
  4982. dstLocation.SubresourceIndex = blit.m_dstMip;
  4983. D3D12_TEXTURE_COPY_LOCATION srcLocation;
  4984. srcLocation.pResource = src.m_ptr;
  4985. srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
  4986. srcLocation.SubresourceIndex = blit.m_srcMip;
  4987. m_commandList->CopyTextureRegion(&dstLocation
  4988. , blit.m_dstX
  4989. , blit.m_dstY
  4990. , blit.m_dstZ
  4991. , &srcLocation
  4992. , &box
  4993. );
  4994. }
  4995. else
  4996. {
  4997. D3D12_BOX box;
  4998. box.left = blit.m_srcX;
  4999. box.top = blit.m_srcY;
  5000. box.front = 0;
  5001. box.right = blit.m_srcX + blit.m_width;
  5002. box.bottom = blit.m_srcY + blit.m_height;
  5003. box.back = 1;
  5004. const uint32_t srcZ = TextureD3D12::TextureCube == src.m_type
  5005. ? blit.m_srcZ
  5006. : 0
  5007. ;
  5008. const uint32_t dstZ = TextureD3D12::TextureCube == dst.m_type
  5009. ? blit.m_dstZ
  5010. : 0
  5011. ;
  5012. D3D12_TEXTURE_COPY_LOCATION dstLocation;
  5013. dstLocation.pResource = dst.m_ptr;
  5014. dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
  5015. dstLocation.SubresourceIndex = dstZ*dst.m_numMips+blit.m_dstMip;
  5016. D3D12_TEXTURE_COPY_LOCATION srcLocation;
  5017. srcLocation.pResource = NULL != src.m_singleMsaa ? src.m_singleMsaa : src.m_ptr;
  5018. srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
  5019. srcLocation.SubresourceIndex = srcZ*src.m_numMips+blit.m_srcMip;
  5020. const bool depthStencil = bimg::isDepth(bimg::TextureFormat::Enum(src.m_textureFormat) );
  5021. m_commandList->CopyTextureRegion(
  5022. &dstLocation
  5023. , blit.m_dstX
  5024. , blit.m_dstY
  5025. , 0
  5026. , &srcLocation
  5027. , depthStencil ? NULL : &box
  5028. );
  5029. }
  5030. if (NULL != src.m_singleMsaa)
  5031. {
  5032. setResourceBarrier(
  5033. m_commandList
  5034. , src.m_singleMsaa
  5035. , D3D12_RESOURCE_STATE_COPY_SOURCE
  5036. , D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE
  5037. );
  5038. }
  5039. }
  5040. if (isValid(currentSrc)
  5041. && D3D12_RESOURCE_STATES(UINT32_MAX) != state)
  5042. {
  5043. m_textures[currentSrc.idx].setState(m_commandList, state);
  5044. }
  5045. }
  5046. void RendererContextD3D12::submit(Frame* _render, ClearQuad& /*_clearQuad*/, TextVideoMemBlitter& _textVideoMemBlitter)
  5047. {
  5048. if (m_lost
  5049. || updateResolution(_render->m_resolution) )
  5050. {
  5051. return;
  5052. }
  5053. if (_render->m_capture)
  5054. {
  5055. renderDocTriggerCapture();
  5056. }
  5057. BGFX_D3D12_PROFILER_BEGIN_LITERAL("rendererSubmit", kColorFrame);
  5058. int64_t timeBegin = bx::getHPCounter();
  5059. int64_t captureElapsed = 0;
  5060. uint32_t frameQueryIdx = m_gpuTimer.begin(BGFX_CONFIG_MAX_VIEWS);
  5061. if (0 < _render->m_iboffset)
  5062. {
  5063. BGFX_PROFILER_SCOPE("bgfx/Update transient index buffer", kColorResource);
  5064. TransientIndexBuffer* ib = _render->m_transientIb;
  5065. m_indexBuffers[ib->handle.idx].update(m_commandList, 0, _render->m_iboffset, ib->data);
  5066. }
  5067. if (0 < _render->m_vboffset)
  5068. {
  5069. BGFX_PROFILER_SCOPE("bgfx/Update transient vertex buffer", kColorResource);
  5070. TransientVertexBuffer* vb = _render->m_transientVb;
  5071. m_vertexBuffers[vb->handle.idx].update(m_commandList, 0, _render->m_vboffset, vb->data);
  5072. }
  5073. _render->sort();
  5074. RenderDraw currentState;
  5075. currentState.clear();
  5076. currentState.m_stateFlags = BGFX_STATE_NONE;
  5077. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  5078. RenderBind currentBind;
  5079. currentBind.clear();
  5080. static ViewState viewState;
  5081. viewState.reset(_render);
  5082. // bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME);
  5083. // setDebugWireframe(wireframe);
  5084. uint16_t currentSamplerStateIdx = kInvalidHandle;
  5085. ProgramHandle currentProgram = BGFX_INVALID_HANDLE;
  5086. uint32_t currentBindHash = 0;
  5087. bool hasPredefined = false;
  5088. bool commandListChanged = false;
  5089. ID3D12PipelineState* currentPso = NULL;
  5090. SortKey key;
  5091. uint16_t view = UINT16_MAX;
  5092. FrameBufferHandle fbh = { BGFX_CONFIG_MAX_FRAME_BUFFERS };
  5093. BlitState bs(_render);
  5094. uint32_t blendFactor = 0;
  5095. const uint64_t primType = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  5096. uint8_t primIndex = uint8_t(primType >> BGFX_STATE_PT_SHIFT);
  5097. PrimInfo prim = s_primInfo[primIndex];
  5098. bool wasCompute = false;
  5099. bool viewHasScissor = false;
  5100. bool restoreScissor = false;
  5101. Rect viewScissorRect;
  5102. viewScissorRect.clear();
  5103. const uint32_t maxComputeBindings = g_caps.limits.maxComputeBindings;
  5104. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  5105. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  5106. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  5107. uint32_t statsNumIndices = 0;
  5108. uint32_t statsKeyType[2] = {};
  5109. Profiler<TimerQueryD3D12> profiler(
  5110. _render
  5111. , m_gpuTimer
  5112. , s_viewName
  5113. );
  5114. #if BX_PLATFORM_WINDOWS
  5115. if (NULL != m_swapChain)
  5116. {
  5117. m_backBufferColorIdx = m_swapChain->GetCurrentBackBufferIndex();
  5118. }
  5119. else
  5120. {
  5121. m_backBufferColorIdx = (m_backBufferColorIdx+1) % BX_COUNTOF(m_scratchBuffer);
  5122. }
  5123. #else
  5124. m_backBufferColorIdx = (m_backBufferColorIdx+1) % m_scd.bufferCount;
  5125. #endif // BX_PLATFORM_WINDOWS
  5126. const uint64_t f0 = BGFX_STATE_BLEND_FACTOR;
  5127. const uint64_t f1 = BGFX_STATE_BLEND_INV_FACTOR;
  5128. const uint64_t f2 = BGFX_STATE_BLEND_FACTOR<<4;
  5129. const uint64_t f3 = BGFX_STATE_BLEND_INV_FACTOR<<4;
  5130. D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle;
  5131. ScratchBufferD3D12& scratchBuffer = m_scratchBuffer[m_backBufferColorIdx];
  5132. scratchBuffer.reset(gpuHandle);
  5133. D3D12_GPU_VIRTUAL_ADDRESS gpuAddress = UINT64_C(0);
  5134. StateCacheLru<Bind, 64> bindLru;
  5135. if (NULL != m_msaaRt)
  5136. {
  5137. setResourceBarrier(m_commandList
  5138. , m_msaaRt
  5139. , D3D12_RESOURCE_STATE_RESOLVE_SOURCE
  5140. , D3D12_RESOURCE_STATE_RENDER_TARGET
  5141. );
  5142. setResourceBarrier(m_commandList
  5143. , m_backBufferColor[m_backBufferColorIdx]
  5144. , D3D12_RESOURCE_STATE_PRESENT
  5145. , D3D12_RESOURCE_STATE_RESOLVE_DEST
  5146. );
  5147. }
  5148. else if (NULL != m_swapChain)
  5149. {
  5150. setResourceBarrier(m_commandList
  5151. , m_backBufferColor[m_backBufferColorIdx]
  5152. , D3D12_RESOURCE_STATE_PRESENT
  5153. , D3D12_RESOURCE_STATE_RENDER_TARGET
  5154. );
  5155. }
  5156. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  5157. {
  5158. setFrameBuffer(BGFX_INVALID_HANDLE, true);
  5159. m_batch.begin();
  5160. viewState.m_rect = _render->m_view[0].m_rect;
  5161. int32_t numItems = _render->m_numRenderItems;
  5162. for (int32_t item = 0; item < numItems;)
  5163. {
  5164. const uint64_t encodedKey = _render->m_sortKeys[item];
  5165. const bool isCompute = key.decode(encodedKey, _render->m_viewRemap);
  5166. statsKeyType[isCompute]++;
  5167. const bool viewChanged = 0
  5168. || key.m_view != view
  5169. || item == numItems
  5170. ;
  5171. const uint32_t itemIdx = _render->m_sortValues[item];
  5172. const RenderItem& renderItem = _render->m_renderItem[itemIdx];
  5173. const RenderBind& renderBind = _render->m_renderItemBind[itemIdx];
  5174. ++item;
  5175. if (viewChanged)
  5176. {
  5177. m_batch.flush(m_commandList, true);
  5178. kick();
  5179. commandListChanged = true;
  5180. view = key.m_view;
  5181. currentPso = NULL;
  5182. currentSamplerStateIdx = kInvalidHandle;
  5183. currentProgram = BGFX_INVALID_HANDLE;
  5184. hasPredefined = false;
  5185. if (item > 1)
  5186. {
  5187. profiler.end();
  5188. }
  5189. BGFX_D3D12_PROFILER_END();
  5190. setViewType(view, " ");
  5191. BGFX_D3D12_PROFILER_BEGIN(view, kColorView);
  5192. profiler.begin(view);
  5193. fbh = _render->m_view[view].m_fbh;
  5194. setFrameBuffer(fbh);
  5195. viewState.m_rect = _render->m_view[view].m_rect;
  5196. const Rect& rect = _render->m_view[view].m_rect;
  5197. const Rect& scissorRect = _render->m_view[view].m_scissor;
  5198. viewHasScissor = !scissorRect.isZero();
  5199. viewScissorRect = viewHasScissor ? scissorRect : rect;
  5200. D3D12_VIEWPORT vp;
  5201. vp.TopLeftX = rect.m_x;
  5202. vp.TopLeftY = rect.m_y;
  5203. vp.Width = rect.m_width;
  5204. vp.Height = rect.m_height;
  5205. vp.MinDepth = 0.0f;
  5206. vp.MaxDepth = 1.0f;
  5207. m_commandList->RSSetViewports(1, &vp);
  5208. D3D12_RECT rc;
  5209. rc.left = viewScissorRect.m_x;
  5210. rc.top = viewScissorRect.m_y;
  5211. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  5212. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  5213. m_commandList->RSSetScissorRects(1, &rc);
  5214. restoreScissor = false;
  5215. Clear& clr = _render->m_view[view].m_clear;
  5216. if (BGFX_CLEAR_NONE != clr.m_flags)
  5217. {
  5218. Rect clearRect = rect;
  5219. clearRect.setIntersect(rect, viewScissorRect);
  5220. clearQuad(clearRect, clr, _render->m_colorPalette);
  5221. }
  5222. prim = s_primInfo[Topology::Count]; // Force primitive type update.
  5223. submitBlit(bs, view);
  5224. }
  5225. if (isCompute)
  5226. {
  5227. if (!wasCompute)
  5228. {
  5229. wasCompute = true;
  5230. setViewType(view, "C");
  5231. BGFX_D3D12_PROFILER_END();
  5232. BGFX_D3D12_PROFILER_BEGIN(view, kColorCompute);
  5233. commandListChanged = true;
  5234. }
  5235. if (commandListChanged)
  5236. {
  5237. commandListChanged = false;
  5238. m_commandList->SetComputeRootSignature(m_rootSignature);
  5239. ID3D12DescriptorHeap* heaps[] = {
  5240. m_samplerAllocator.getHeap(),
  5241. scratchBuffer.getHeap(),
  5242. };
  5243. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  5244. }
  5245. const RenderCompute& compute = renderItem.compute;
  5246. ID3D12PipelineState* pso = getPipelineState(key.m_program);
  5247. if (pso != currentPso)
  5248. {
  5249. currentPso = pso;
  5250. m_commandList->SetPipelineState(pso);
  5251. currentBindHash = 0;
  5252. }
  5253. uint32_t bindHash = bx::hash<bx::HashMurmur2A>(renderBind.m_bind, sizeof(renderBind.m_bind) );
  5254. if (currentBindHash != bindHash)
  5255. {
  5256. currentBindHash = bindHash;
  5257. Bind* bindCached = bindLru.find(bindHash);
  5258. if (NULL == bindCached)
  5259. {
  5260. uint32_t numSet = 0;
  5261. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_MAX_COMPUTE_BINDINGS] = {};
  5262. uint32_t samplerFlags[BGFX_MAX_COMPUTE_BINDINGS] = {};
  5263. {
  5264. for (uint8_t stage = 0; stage < maxComputeBindings; ++stage)
  5265. {
  5266. const Binding& bind = renderBind.m_bind[stage];
  5267. if (kInvalidHandle != bind.m_idx)
  5268. {
  5269. switch (bind.m_type)
  5270. {
  5271. case Binding::Image:
  5272. {
  5273. TextureD3D12& texture = m_textures[bind.m_idx];
  5274. if (Access::Read != bind.m_access)
  5275. {
  5276. texture.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  5277. scratchBuffer.allocUav(srvHandle[stage], texture, bind.m_mip);
  5278. }
  5279. else
  5280. {
  5281. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  5282. scratchBuffer.allocSrv(srvHandle[stage], texture, bind.m_mip);
  5283. samplerFlags[stage] = uint32_t(texture.m_flags);
  5284. }
  5285. ++numSet;
  5286. }
  5287. break;
  5288. case Binding::Texture:
  5289. {
  5290. TextureD3D12& texture = m_textures[bind.m_idx];
  5291. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  5292. scratchBuffer.allocSrv(srvHandle[stage], texture);
  5293. samplerFlags[stage] = (0 == (BGFX_SAMPLER_INTERNAL_DEFAULT & bind.m_samplerFlags)
  5294. ? bind.m_samplerFlags
  5295. : texture.m_flags
  5296. ) & (BGFX_SAMPLER_BITS_MASK | BGFX_SAMPLER_BORDER_COLOR_MASK | BGFX_SAMPLER_COMPARE_MASK)
  5297. ;
  5298. ++numSet;
  5299. }
  5300. break;
  5301. case Binding::IndexBuffer:
  5302. case Binding::VertexBuffer:
  5303. {
  5304. BufferD3D12& buffer = Binding::IndexBuffer == bind.m_type
  5305. ? m_indexBuffers[bind.m_idx]
  5306. : m_vertexBuffers[bind.m_idx]
  5307. ;
  5308. if (Access::Read != bind.m_access)
  5309. {
  5310. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  5311. scratchBuffer.allocUav(srvHandle[stage], buffer);
  5312. }
  5313. else
  5314. {
  5315. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  5316. scratchBuffer.allocSrv(srvHandle[stage], buffer);
  5317. }
  5318. ++numSet;
  5319. }
  5320. break;
  5321. }
  5322. }
  5323. else
  5324. {
  5325. samplerFlags[stage] = 0;
  5326. scratchBuffer.allocEmpty(srvHandle[stage]);
  5327. }
  5328. }
  5329. if (0 != numSet)
  5330. {
  5331. Bind bind;
  5332. bind.m_srvHandle = srvHandle[0];
  5333. bind.m_samplerStateIdx = getSamplerState(samplerFlags, maxComputeBindings, _render->m_colorPalette);
  5334. bindCached = bindLru.add(bindHash, bind, 0);
  5335. }
  5336. }
  5337. }
  5338. if (NULL != bindCached)
  5339. {
  5340. uint16_t samplerStateIdx = bindCached->m_samplerStateIdx;
  5341. if (samplerStateIdx != currentSamplerStateIdx)
  5342. {
  5343. currentSamplerStateIdx = samplerStateIdx;
  5344. m_commandList->SetComputeRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  5345. }
  5346. m_commandList->SetComputeRootDescriptorTable(Rdt::SRV, bindCached->m_srvHandle);
  5347. m_commandList->SetComputeRootDescriptorTable(Rdt::UAV, bindCached->m_srvHandle);
  5348. }
  5349. }
  5350. bool constantsChanged = false;
  5351. if (compute.m_uniformBegin < compute.m_uniformEnd
  5352. || currentProgram.idx != key.m_program.idx)
  5353. {
  5354. rendererUpdateUniforms(this, _render->m_uniformBuffer[compute.m_uniformIdx], compute.m_uniformBegin, compute.m_uniformEnd);
  5355. currentProgram = key.m_program;
  5356. ProgramD3D12& program = m_program[currentProgram.idx];
  5357. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  5358. if (NULL != vcb)
  5359. {
  5360. commit(*vcb);
  5361. }
  5362. hasPredefined = 0 < program.m_numPredefined;
  5363. constantsChanged = true;
  5364. }
  5365. if (constantsChanged
  5366. || hasPredefined)
  5367. {
  5368. ProgramD3D12& program = m_program[currentProgram.idx];
  5369. viewState.setPredefined<4>(this, view, program, _render, compute);
  5370. commitShaderConstants(key.m_program, gpuAddress);
  5371. m_commandList->SetComputeRootConstantBufferView(Rdt::CBV, gpuAddress);
  5372. }
  5373. if (isValid(compute.m_indirectBuffer) )
  5374. {
  5375. const VertexBufferD3D12& indirect = m_vertexBuffers[compute.m_indirectBuffer.idx];
  5376. uint32_t numDrawIndirect = UINT16_MAX == compute.m_numIndirect
  5377. ? indirect.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5378. : compute.m_numIndirect
  5379. ;
  5380. m_commandList->ExecuteIndirect(
  5381. s_renderD3D12->m_commandSignature[0]
  5382. , numDrawIndirect
  5383. , indirect.m_ptr
  5384. , compute.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5385. , NULL
  5386. , 0
  5387. );
  5388. }
  5389. else
  5390. {
  5391. m_commandList->Dispatch(compute.m_numX, compute.m_numY, compute.m_numZ);
  5392. }
  5393. continue;
  5394. }
  5395. bool resetState = viewChanged || wasCompute;
  5396. if (wasCompute)
  5397. {
  5398. wasCompute = false;
  5399. setViewType(view, " ");
  5400. BGFX_D3D12_PROFILER_END();
  5401. BGFX_D3D12_PROFILER_BEGIN(view, kColorDraw);
  5402. commandListChanged = true;
  5403. }
  5404. const RenderDraw& draw = renderItem.draw;
  5405. const bool hasOcclusionQuery = 0 != (draw.m_stateFlags & BGFX_STATE_INTERNAL_OCCLUSION_QUERY);
  5406. {
  5407. const bool occluded = true
  5408. && isValid(draw.m_occlusionQuery)
  5409. && !hasOcclusionQuery
  5410. && !isVisible(_render, draw.m_occlusionQuery, 0 != (draw.m_submitFlags&BGFX_SUBMIT_INTERNAL_OCCLUSION_VISIBLE) )
  5411. ;
  5412. if (occluded
  5413. || _render->m_frameCache.isZeroArea(viewScissorRect, draw.m_scissor) )
  5414. {
  5415. if (resetState)
  5416. {
  5417. currentState.clear();
  5418. currentState.m_scissor = !draw.m_scissor;
  5419. currentBind.clear();
  5420. commandListChanged = true;
  5421. }
  5422. continue;
  5423. }
  5424. }
  5425. const uint64_t newFlags = draw.m_stateFlags;
  5426. uint64_t changedFlags = currentState.m_stateFlags ^ draw.m_stateFlags;
  5427. currentState.m_stateFlags = newFlags;
  5428. const uint64_t newStencil = draw.m_stencil;
  5429. uint64_t changedStencil = (currentState.m_stencil ^ draw.m_stencil) & BGFX_STENCIL_FUNC_REF_MASK;
  5430. currentState.m_stencil = newStencil;
  5431. if (resetState)
  5432. {
  5433. wasCompute = false;
  5434. currentState.clear();
  5435. currentState.m_scissor = !draw.m_scissor;
  5436. changedFlags = BGFX_STATE_MASK;
  5437. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  5438. currentState.m_stateFlags = newFlags;
  5439. currentState.m_stencil = newStencil;
  5440. currentBind.clear();
  5441. commandListChanged = true;
  5442. }
  5443. if (commandListChanged)
  5444. {
  5445. commandListChanged = false;
  5446. m_commandList->SetGraphicsRootSignature(m_rootSignature);
  5447. ID3D12DescriptorHeap* heaps[] = {
  5448. m_samplerAllocator.getHeap(),
  5449. scratchBuffer.getHeap(),
  5450. };
  5451. m_commandList->SetDescriptorHeaps(BX_COUNTOF(heaps), heaps);
  5452. currentPso = NULL;
  5453. currentBindHash = 0;
  5454. currentSamplerStateIdx = kInvalidHandle;
  5455. currentProgram = BGFX_INVALID_HANDLE;
  5456. currentState.clear();
  5457. currentState.m_scissor = !draw.m_scissor;
  5458. changedFlags = BGFX_STATE_MASK;
  5459. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  5460. currentState.m_stateFlags = newFlags;
  5461. currentState.m_stencil = newStencil;
  5462. currentBind.clear();
  5463. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  5464. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  5465. }
  5466. bool constantsChanged = draw.m_uniformBegin < draw.m_uniformEnd;
  5467. rendererUpdateUniforms(this, _render->m_uniformBuffer[draw.m_uniformIdx], draw.m_uniformBegin, draw.m_uniformEnd);
  5468. if (0 != draw.m_streamMask)
  5469. {
  5470. currentState.m_streamMask = draw.m_streamMask;
  5471. currentState.m_instanceDataBuffer.idx = draw.m_instanceDataBuffer.idx;
  5472. currentState.m_instanceDataOffset = draw.m_instanceDataOffset;
  5473. currentState.m_instanceDataStride = draw.m_instanceDataStride;
  5474. const uint64_t state = draw.m_stateFlags;
  5475. bool hasFactor = 0
  5476. || f0 == (state & f0)
  5477. || f1 == (state & f1)
  5478. || f2 == (state & f2)
  5479. || f3 == (state & f3)
  5480. ;
  5481. const VertexLayout* layouts[BGFX_CONFIG_MAX_VERTEX_STREAMS];
  5482. uint8_t numStreams = 0;
  5483. if (UINT8_MAX != draw.m_streamMask)
  5484. {
  5485. for (uint32_t idx = 0, streamMask = draw.m_streamMask
  5486. ; 0 != streamMask
  5487. ; streamMask >>= 1, idx += 1, ++numStreams
  5488. )
  5489. {
  5490. const uint32_t ntz = bx::uint32_cnttz(streamMask);
  5491. streamMask >>= ntz;
  5492. idx += ntz;
  5493. currentState.m_stream[idx].m_layoutHandle = draw.m_stream[idx].m_layoutHandle;
  5494. currentState.m_stream[idx].m_handle = draw.m_stream[idx].m_handle;
  5495. currentState.m_stream[idx].m_startVertex = draw.m_stream[idx].m_startVertex;
  5496. uint16_t handle = draw.m_stream[idx].m_handle.idx;
  5497. const VertexBufferD3D12& vb = m_vertexBuffers[handle];
  5498. const uint16_t layoutIdx = isValid(draw.m_stream[idx].m_layoutHandle)
  5499. ? draw.m_stream[idx].m_layoutHandle.idx
  5500. : vb.m_layoutHandle.idx;
  5501. const VertexLayout& layout = m_vertexLayouts[layoutIdx];
  5502. layouts[numStreams] = &layout;
  5503. }
  5504. }
  5505. ID3D12PipelineState* pso =
  5506. getPipelineState(state
  5507. , draw.m_stencil
  5508. , numStreams
  5509. , layouts
  5510. , key.m_program
  5511. , uint8_t(draw.m_instanceDataStride/16)
  5512. );
  5513. uint16_t scissor = draw.m_scissor;
  5514. uint32_t bindHash = bx::hash<bx::HashMurmur2A>(renderBind.m_bind, sizeof(renderBind.m_bind) );
  5515. if (currentBindHash != bindHash
  5516. || 0 != changedStencil
  5517. || (hasFactor && blendFactor != draw.m_rgba)
  5518. || (0 != (BGFX_STATE_PT_MASK & changedFlags)
  5519. || prim.m_topology != s_primInfo[primIndex].m_topology)
  5520. || currentState.m_scissor != scissor
  5521. || pso != currentPso
  5522. || hasOcclusionQuery)
  5523. {
  5524. m_batch.flush(m_commandList);
  5525. }
  5526. if (currentBindHash != bindHash)
  5527. {
  5528. currentBindHash = bindHash;
  5529. Bind* bindCached = bindLru.find(bindHash);
  5530. if (NULL == bindCached)
  5531. {
  5532. uint32_t numSet = 0;
  5533. D3D12_GPU_DESCRIPTOR_HANDLE srvHandle[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS] = {};
  5534. uint32_t samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS] = {};
  5535. {
  5536. for (uint32_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  5537. {
  5538. const Binding& bind = renderBind.m_bind[stage];
  5539. if (kInvalidHandle != bind.m_idx)
  5540. {
  5541. switch (bind.m_type)
  5542. {
  5543. case Binding::Image:
  5544. {
  5545. TextureD3D12& texture = m_textures[bind.m_idx];
  5546. if (Access::Read != bind.m_access)
  5547. {
  5548. texture.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  5549. scratchBuffer.allocUav(srvHandle[stage], texture, bind.m_mip);
  5550. }
  5551. else
  5552. {
  5553. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  5554. scratchBuffer.allocSrv(srvHandle[stage], texture, bind.m_mip);
  5555. samplerFlags[stage] = uint32_t(texture.m_flags);
  5556. }
  5557. ++numSet;
  5558. }
  5559. break;
  5560. case Binding::Texture:
  5561. {
  5562. TextureD3D12& texture = m_textures[bind.m_idx];
  5563. texture.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  5564. scratchBuffer.allocSrv(srvHandle[stage], texture);
  5565. samplerFlags[stage] = (0 == (BGFX_SAMPLER_INTERNAL_DEFAULT & bind.m_samplerFlags)
  5566. ? bind.m_samplerFlags
  5567. : texture.m_flags
  5568. ) & (BGFX_SAMPLER_BITS_MASK | BGFX_SAMPLER_BORDER_COLOR_MASK | BGFX_SAMPLER_COMPARE_MASK)
  5569. ;
  5570. ++numSet;
  5571. }
  5572. break;
  5573. case Binding::IndexBuffer:
  5574. case Binding::VertexBuffer:
  5575. {
  5576. samplerFlags[stage] = 0;
  5577. BufferD3D12& buffer = Binding::IndexBuffer == bind.m_type
  5578. ? m_indexBuffers[bind.m_idx]
  5579. : m_vertexBuffers[bind.m_idx]
  5580. ;
  5581. if (Access::Read != bind.m_access)
  5582. {
  5583. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
  5584. scratchBuffer.allocUav(srvHandle[stage], buffer);
  5585. }
  5586. else
  5587. {
  5588. buffer.setState(m_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
  5589. scratchBuffer.allocSrv(srvHandle[stage], buffer);
  5590. }
  5591. ++numSet;
  5592. }
  5593. break;
  5594. }
  5595. }
  5596. else
  5597. {
  5598. scratchBuffer.allocEmpty(srvHandle[stage]);
  5599. samplerFlags[stage] = 0;
  5600. }
  5601. }
  5602. }
  5603. if (0 != numSet)
  5604. {
  5605. Bind bind;
  5606. bind.m_srvHandle = srvHandle[0];
  5607. bind.m_samplerStateIdx = getSamplerState(samplerFlags, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, _render->m_colorPalette);
  5608. bindCached = bindLru.add(bindHash, bind, 0);
  5609. }
  5610. }
  5611. if (NULL != bindCached)
  5612. {
  5613. uint16_t samplerStateIdx = bindCached->m_samplerStateIdx;
  5614. if (samplerStateIdx != currentSamplerStateIdx)
  5615. {
  5616. currentSamplerStateIdx = samplerStateIdx;
  5617. m_commandList->SetGraphicsRootDescriptorTable(Rdt::Sampler, m_samplerAllocator.get(samplerStateIdx) );
  5618. }
  5619. m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, bindCached->m_srvHandle);
  5620. m_commandList->SetGraphicsRootDescriptorTable(Rdt::UAV, bindCached->m_srvHandle);
  5621. }
  5622. }
  5623. if (0 != changedStencil)
  5624. {
  5625. const uint32_t fstencil = unpackStencil(0, draw.m_stencil);
  5626. const uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  5627. m_commandList->OMSetStencilRef(ref);
  5628. }
  5629. if (hasFactor
  5630. && blendFactor != draw.m_rgba)
  5631. {
  5632. blendFactor = draw.m_rgba;
  5633. float bf[4];
  5634. bf[0] = ( (draw.m_rgba>>24) )/255.0f;
  5635. bf[1] = ( (draw.m_rgba>>16)&0xff)/255.0f;
  5636. bf[2] = ( (draw.m_rgba>> 8)&0xff)/255.0f;
  5637. bf[3] = ( (draw.m_rgba )&0xff)/255.0f;
  5638. m_commandList->OMSetBlendFactor(bf);
  5639. }
  5640. if (0 != (BGFX_STATE_PT_MASK & changedFlags)
  5641. || prim.m_topology != s_primInfo[primIndex].m_topology)
  5642. {
  5643. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  5644. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  5645. prim = s_primInfo[primIndex];
  5646. m_commandList->IASetPrimitiveTopology(prim.m_topology);
  5647. }
  5648. if (currentState.m_scissor != scissor)
  5649. {
  5650. currentState.m_scissor = scissor;
  5651. if (UINT16_MAX == scissor)
  5652. {
  5653. if (restoreScissor
  5654. || viewHasScissor)
  5655. {
  5656. restoreScissor = false;
  5657. D3D12_RECT rc;
  5658. rc.left = viewScissorRect.m_x;
  5659. rc.top = viewScissorRect.m_y;
  5660. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  5661. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  5662. m_commandList->RSSetScissorRects(1, &rc);
  5663. }
  5664. }
  5665. else
  5666. {
  5667. restoreScissor = true;
  5668. Rect scissorRect;
  5669. scissorRect.setIntersect(viewScissorRect, _render->m_frameCache.m_rectCache.m_cache[scissor]);
  5670. if (scissorRect.isZeroArea() )
  5671. {
  5672. continue;
  5673. }
  5674. D3D12_RECT rc;
  5675. rc.left = scissorRect.m_x;
  5676. rc.top = scissorRect.m_y;
  5677. rc.right = scissorRect.m_x + scissorRect.m_width;
  5678. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  5679. m_commandList->RSSetScissorRects(1, &rc);
  5680. }
  5681. }
  5682. if (pso != currentPso)
  5683. {
  5684. currentPso = pso;
  5685. m_commandList->SetPipelineState(pso);
  5686. }
  5687. if (constantsChanged
  5688. || currentProgram.idx != key.m_program.idx
  5689. || BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  5690. {
  5691. currentProgram = key.m_program;
  5692. ProgramD3D12& program = m_program[currentProgram.idx];
  5693. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  5694. if (NULL != vcb)
  5695. {
  5696. commit(*vcb);
  5697. }
  5698. if (NULL != program.m_fsh)
  5699. {
  5700. UniformBuffer* fcb = program.m_fsh->m_constantBuffer;
  5701. if (NULL != fcb)
  5702. {
  5703. commit(*fcb);
  5704. }
  5705. }
  5706. hasPredefined = 0 < program.m_numPredefined;
  5707. constantsChanged = true;
  5708. }
  5709. if (constantsChanged
  5710. || hasPredefined)
  5711. {
  5712. ProgramD3D12& program = m_program[currentProgram.idx];
  5713. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  5714. viewState.m_alphaRef = ref/255.0f;
  5715. viewState.setPredefined<4>(this, view, program, _render, draw);
  5716. commitShaderConstants(key.m_program, gpuAddress);
  5717. }
  5718. uint32_t numIndices = m_batch.draw(m_commandList, gpuAddress, draw);
  5719. uint32_t numPrimsSubmitted = numIndices / prim.m_div - prim.m_sub;
  5720. uint32_t numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  5721. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  5722. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  5723. statsNumInstances[primIndex] += draw.m_numInstances;
  5724. statsNumIndices += numIndices;
  5725. if (hasOcclusionQuery)
  5726. {
  5727. m_occlusionQuery.begin(m_commandList, _render, draw.m_occlusionQuery);
  5728. m_batch.flush(m_commandList);
  5729. m_occlusionQuery.end(m_commandList);
  5730. }
  5731. }
  5732. }
  5733. m_batch.end(m_commandList);
  5734. kick();
  5735. if (wasCompute)
  5736. {
  5737. setViewType(view, "C");
  5738. BGFX_D3D12_PROFILER_END();
  5739. BGFX_D3D12_PROFILER_BEGIN(view, kColorCompute);
  5740. }
  5741. submitBlit(bs, BGFX_CONFIG_MAX_VIEWS);
  5742. if (0 < _render->m_numRenderItems)
  5743. {
  5744. if (0 != (m_resolution.reset & BGFX_RESET_FLUSH_AFTER_RENDER) )
  5745. {
  5746. // deviceCtx->Flush();
  5747. }
  5748. // captureElapsed = -bx::getHPCounter();
  5749. // capture();
  5750. // captureElapsed += bx::getHPCounter();
  5751. profiler.end();
  5752. }
  5753. }
  5754. BGFX_D3D12_PROFILER_END();
  5755. int64_t timeEnd = bx::getHPCounter();
  5756. int64_t frameTime = timeEnd - timeBegin;
  5757. static int64_t min = frameTime;
  5758. static int64_t max = frameTime;
  5759. min = bx::min<int64_t>(min, frameTime);
  5760. max = bx::max<int64_t>(max, frameTime);
  5761. static uint32_t maxGpuLatency = 0;
  5762. static double maxGpuElapsed = 0.0f;
  5763. double elapsedGpuMs = 0.0;
  5764. static int64_t presentMin = m_presentElapsed;
  5765. static int64_t presentMax = m_presentElapsed;
  5766. presentMin = bx::min<int64_t>(presentMin, m_presentElapsed);
  5767. presentMax = bx::max<int64_t>(presentMax, m_presentElapsed);
  5768. if (UINT32_MAX != frameQueryIdx)
  5769. {
  5770. m_gpuTimer.end(frameQueryIdx);
  5771. const TimerQueryD3D12::Result& result = m_gpuTimer.m_result[BGFX_CONFIG_MAX_VIEWS];
  5772. double toGpuMs = 1000.0 / double(m_gpuTimer.m_frequency);
  5773. elapsedGpuMs = (result.m_end - result.m_begin) * toGpuMs;
  5774. maxGpuElapsed = elapsedGpuMs > maxGpuElapsed ? elapsedGpuMs : maxGpuElapsed;
  5775. maxGpuLatency = bx::uint32_imax(maxGpuLatency, result.m_pending-1);
  5776. }
  5777. maxGpuLatency = bx::uint32_imax(maxGpuLatency, m_gpuTimer.m_control.available()-1);
  5778. const int64_t timerFreq = bx::getHPFrequency();
  5779. Stats& perfStats = _render->m_perfStats;
  5780. perfStats.cpuTimeBegin = timeBegin;
  5781. perfStats.cpuTimeEnd = timeEnd;
  5782. perfStats.cpuTimerFreq = timerFreq;
  5783. const TimerQueryD3D12::Result& result = m_gpuTimer.m_result[BGFX_CONFIG_MAX_VIEWS];
  5784. perfStats.gpuTimeBegin = result.m_begin;
  5785. perfStats.gpuTimeEnd = result.m_end;
  5786. perfStats.gpuTimerFreq = m_gpuTimer.m_frequency;
  5787. perfStats.numDraw = statsKeyType[0];
  5788. perfStats.numCompute = statsKeyType[1];
  5789. perfStats.numBlit = _render->m_numBlitItems;
  5790. perfStats.maxGpuLatency = maxGpuLatency;
  5791. bx::memCopy(perfStats.numPrims, statsNumPrimsRendered, sizeof(perfStats.numPrims) );
  5792. perfStats.gpuMemoryMax = -INT64_MAX;
  5793. perfStats.gpuMemoryUsed = -INT64_MAX;
  5794. #if BX_PLATFORM_WINDOWS
  5795. DXGI_QUERY_VIDEO_MEMORY_INFO vmi[2];
  5796. DX_CHECK(m_dxgi.m_adapter->QueryVideoMemoryInfo(0, DXGI_MEMORY_SEGMENT_GROUP_LOCAL, &vmi[0]) );
  5797. DX_CHECK(m_dxgi.m_adapter->QueryVideoMemoryInfo(0, DXGI_MEMORY_SEGMENT_GROUP_NON_LOCAL, &vmi[1]) );
  5798. perfStats.gpuMemoryMax = int64_t(vmi[0].Budget);
  5799. perfStats.gpuMemoryUsed = int64_t(vmi[0].CurrentUsage);
  5800. #endif // BX_PLATFORM_WINDOWS
  5801. if (_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  5802. {
  5803. BGFX_D3D12_PROFILER_BEGIN_LITERAL("debugstats", kColorFrame);
  5804. // m_needPresent = true;
  5805. TextVideoMem& tvm = m_textVideoMem;
  5806. static int64_t next = timeEnd;
  5807. if (timeEnd >= next)
  5808. {
  5809. next = timeEnd + timerFreq;
  5810. double freq = double(timerFreq);
  5811. double toMs = 1000.0 / freq;
  5812. tvm.clear();
  5813. uint16_t pos = 0;
  5814. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x8c : 0x8f
  5815. , " %s.%d (FL %d.%d) / " BX_COMPILER_NAME
  5816. " / " BX_CPU_NAME
  5817. " / " BX_ARCH_NAME
  5818. " / " BX_PLATFORM_NAME
  5819. " / Version 1.%d.%d (commit: " BGFX_REV_SHA1 ")"
  5820. , getRendererName()
  5821. , m_deviceInterfaceVersion
  5822. , (m_featureLevel >> 12) & 0xf
  5823. , (m_featureLevel >> 8) & 0xf
  5824. , BGFX_API_VERSION
  5825. , BGFX_REV_NUMBER
  5826. );
  5827. const DXGI_ADAPTER_DESC& desc = m_dxgi.m_adapterDesc;
  5828. char description[BX_COUNTOF(desc.Description)];
  5829. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  5830. tvm.printf(0, pos++, 0x8f, " Device: %s", description);
  5831. char dedicatedVideo[16];
  5832. bx::prettify(dedicatedVideo, BX_COUNTOF(dedicatedVideo), desc.DedicatedVideoMemory);
  5833. char dedicatedSystem[16];
  5834. bx::prettify(dedicatedSystem, BX_COUNTOF(dedicatedSystem), desc.DedicatedSystemMemory);
  5835. char sharedSystem[16];
  5836. bx::prettify(sharedSystem, BX_COUNTOF(sharedSystem), desc.SharedSystemMemory);
  5837. char processMemoryUsed[16];
  5838. bx::prettify(processMemoryUsed, BX_COUNTOF(processMemoryUsed), bx::getProcessMemoryUsed() );
  5839. tvm.printf(0, pos++, 0x8f, " Memory: %s (video), %s (system), %s (shared), %s (process) "
  5840. , dedicatedVideo
  5841. , dedicatedSystem
  5842. , sharedSystem
  5843. , processMemoryUsed
  5844. );
  5845. #if BX_PLATFORM_WINDOWS
  5846. for (uint32_t ii = 0; ii < BX_COUNTOF(vmi); ++ii)
  5847. {
  5848. const DXGI_QUERY_VIDEO_MEMORY_INFO& memInfo = vmi[ii];
  5849. char budget[16];
  5850. bx::prettify(budget, BX_COUNTOF(budget), memInfo.Budget);
  5851. char currentUsage[16];
  5852. bx::prettify(currentUsage, BX_COUNTOF(currentUsage), memInfo.CurrentUsage);
  5853. char availableForReservation[16];
  5854. bx::prettify(availableForReservation, BX_COUNTOF(currentUsage), memInfo.AvailableForReservation);
  5855. char currentReservation[16];
  5856. bx::prettify(currentReservation, BX_COUNTOF(currentReservation), memInfo.CurrentReservation);
  5857. tvm.printf(0, pos++, 0x8f, " %s - Budget: %10s, Usage: %10s, AvailRes: %10s, CurrRes: %10s "
  5858. , 0 == ii ? "Local " : "Non-local"
  5859. , budget
  5860. , currentUsage
  5861. , availableForReservation
  5862. , currentReservation
  5863. );
  5864. }
  5865. #endif // BX_PLATFORM_WINDOWS
  5866. pos = 10;
  5867. tvm.printf(10, pos++, 0x8b, " Frame: % 7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  5868. , double(frameTime)*toMs
  5869. , double(min)*toMs
  5870. , double(max)*toMs
  5871. , freq/frameTime
  5872. );
  5873. tvm.printf(10, pos++, 0x8b, " Present: % 7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] "
  5874. , double(m_presentElapsed)*toMs
  5875. , double(presentMin)*toMs
  5876. , double(presentMax)*toMs
  5877. );
  5878. const uint32_t msaa = (m_resolution.reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  5879. tvm.printf(10, pos++, 0x8b, " Reset flags: [%c] vsync, [%c] MSAAx%d, [%c] MaxAnisotropy "
  5880. , !!(m_resolution.reset&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  5881. , 0 != msaa ? '\xfe' : ' '
  5882. , 1<<msaa
  5883. , !!(m_resolution.reset&BGFX_RESET_MAXANISOTROPY) ? '\xfe' : ' '
  5884. );
  5885. double elapsedCpuMs = double(frameTime)*toMs;
  5886. tvm.printf(10, pos++, 0x8b, " Submitted: %5d (draw %5d, compute %4d) / CPU %7.4f [ms] "
  5887. , _render->m_numRenderItems
  5888. , statsKeyType[0]
  5889. , statsKeyType[1]
  5890. , elapsedCpuMs
  5891. );
  5892. for (uint32_t ii = 0; ii < Topology::Count; ++ii)
  5893. {
  5894. tvm.printf(10, pos++, 0x8b, " %9s: %7d (#inst: %5d), submitted: %7d "
  5895. , getName(Topology::Enum(ii) )
  5896. , statsNumPrimsRendered[ii]
  5897. , statsNumInstances[ii]
  5898. , statsNumPrimsSubmitted[ii]
  5899. );
  5900. }
  5901. tvm.printf(10, pos++, 0x8b, " Batch: %7dx%d indirect, %7d immediate "
  5902. , m_batch.m_stats.m_numIndirect[BatchD3D12::Draw]
  5903. , m_batch.m_maxDrawPerBatch
  5904. , m_batch.m_stats.m_numImmediate[BatchD3D12::Draw]
  5905. );
  5906. tvm.printf(10, pos++, 0x8b, " %7dx%d indirect, %7d immediate "
  5907. , m_batch.m_stats.m_numIndirect[BatchD3D12::DrawIndexed]
  5908. , m_batch.m_maxDrawPerBatch
  5909. , m_batch.m_stats.m_numImmediate[BatchD3D12::DrawIndexed]
  5910. );
  5911. if (NULL != m_renderDocDll)
  5912. {
  5913. tvm.printf(tvm.m_width-27, 0, 0x4f, " [F11 - RenderDoc capture] ");
  5914. }
  5915. tvm.printf(10, pos++, 0x8b, " Indices: %7d ", statsNumIndices);
  5916. // tvm.printf(10, pos++, 0x8b, " Uniform size: %7d, Max: %7d ", _render->m_uniformEnd, _render->m_uniformMax);
  5917. tvm.printf(10, pos++, 0x8b, " DVB size: %7d ", _render->m_vboffset);
  5918. tvm.printf(10, pos++, 0x8b, " DIB size: %7d ", _render->m_iboffset);
  5919. pos++;
  5920. tvm.printf(10, pos++, 0x8b, " State cache: ");
  5921. tvm.printf(10, pos++, 0x8b, " PSO | Sampler | Bind | Queued ");
  5922. tvm.printf(10, pos++, 0x8b, " %6d | %6d | %6d | %6d "
  5923. , m_pipelineStateCache.getCount()
  5924. , m_samplerStateCache.getCount()
  5925. , bindLru.getCount()
  5926. , m_cmd.m_control.available()
  5927. );
  5928. pos++;
  5929. double captureMs = double(captureElapsed)*toMs;
  5930. tvm.printf(10, pos++, 0x8b, " Capture: %7.4f [ms] ", captureMs);
  5931. uint8_t attr[2] = { 0x8c, 0x8a };
  5932. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  5933. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %7.4f [ms] ", _render->m_waitSubmit*toMs);
  5934. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %7.4f [ms] ", _render->m_waitRender*toMs);
  5935. min = frameTime;
  5936. max = frameTime;
  5937. presentMin = m_presentElapsed;
  5938. presentMax = m_presentElapsed;
  5939. }
  5940. blit(this, _textVideoMemBlitter, tvm);
  5941. BGFX_D3D12_PROFILER_END();
  5942. }
  5943. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  5944. {
  5945. BGFX_D3D12_PROFILER_BEGIN_LITERAL("debugtext", kColorFrame);
  5946. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  5947. BGFX_D3D12_PROFILER_END();
  5948. }
  5949. m_commandList->OMSetRenderTargets(0, NULL, false, NULL);
  5950. if (NULL != m_msaaRt)
  5951. {
  5952. setResourceBarrier(m_commandList
  5953. , m_msaaRt
  5954. , D3D12_RESOURCE_STATE_RENDER_TARGET
  5955. , D3D12_RESOURCE_STATE_RESOLVE_SOURCE
  5956. );
  5957. m_commandList->ResolveSubresource(m_backBufferColor[m_backBufferColorIdx], 0, m_msaaRt, 0, m_scd.format);
  5958. setResourceBarrier(m_commandList
  5959. , m_backBufferColor[m_backBufferColorIdx]
  5960. , D3D12_RESOURCE_STATE_RESOLVE_DEST
  5961. , D3D12_RESOURCE_STATE_PRESENT
  5962. );
  5963. }
  5964. else if (NULL != m_swapChain)
  5965. {
  5966. setResourceBarrier(m_commandList
  5967. , m_backBufferColor[m_backBufferColorIdx]
  5968. , D3D12_RESOURCE_STATE_RENDER_TARGET
  5969. , D3D12_RESOURCE_STATE_PRESENT
  5970. );
  5971. }
  5972. #if BX_PLATFORM_WINDOWS
  5973. for (uint32_t ii = 1, num = m_numWindows; ii < num; ++ii)
  5974. {
  5975. FrameBufferD3D12& frameBuffer = m_frameBuffers[m_windows[ii].idx];
  5976. if (NULL != frameBuffer.m_swapChain)
  5977. {
  5978. uint8_t idx = uint8_t(frameBuffer.m_swapChain->GetCurrentBackBufferIndex() );
  5979. frameBuffer.setState(m_commandList, idx, D3D12_RESOURCE_STATE_PRESENT);
  5980. }
  5981. }
  5982. #endif // BX_PLATFORM_WINDOWS
  5983. m_backBufferColorFence[m_backBufferColorIdx] = kick();
  5984. }
  5985. } /* namespace d3d12 */ } // namespace bgfx
  5986. #else
  5987. namespace bgfx { namespace d3d12
  5988. {
  5989. RendererContextI* rendererCreate(const Init& _init)
  5990. {
  5991. BX_UNUSED(_init);
  5992. return NULL;
  5993. }
  5994. void rendererDestroy()
  5995. {
  5996. }
  5997. } /* namespace d3d12 */ } // namespace bgfx
  5998. #endif // BGFX_CONFIG_RENDERER_DIRECT3D12